Foundations for Esports Curricula in Higher Education
Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., Jenny, S. E., Miljanovic, M., Stange, M., Taipalus, T., & Williams, J. P. (2021). Foundations for Esports Curricula in Higher Education. In C. Schulte, & B. A. Becker (Eds.), ITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education (pp. 27-55). Association for Computing Machinery. Annual Conference on Innovation & Technology in Computer Science Education. https://doi.org/10.1145/3502870.3506566
© 2021 the Authors
Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education. ...
PublisherAssociation for Computing Machinery
Parent publication ISBN978-1-4503-9202-0
ConferenceAnnual Conference on Innovation and Technology in Computer Science Education
Is part of publicationITiCSE-WGR '21 : Proceedings of the 2021 Working Group Reports on Innovation and Technology in Computer Science Education
Publication in research information system
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