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 undergraduate courses 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. This working group seeks to examine the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its disciplinary complexity. The group will identify key learning outcomes and assess how they align with industry needs, paving the way for a framework to support the design of esports curricula in higher education.
CITATION STYLE
Scott, M. J., Summerley, R., Besombes, N., Connolly, C., Gawrysiak, J., Halevi, T., … Patrick Williams, J. (2021). Towards a Framework to Support the Design of Esports Curricula in Higher Education. In Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE (pp. 599–600). Association for Computing Machinery. https://doi.org/10.1145/3456565.3461440
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