Türkçe English Rapor to Course Content
COURSE SYLLABUS
ELECTRONIC SPOTS (E-SPORTS)
1 Course Title: ELECTRONIC SPOTS (E-SPORTS)
2 Course Code: BED6118
3 Type of Course: Optional
4 Level of Course: Third Cycle
5 Year of Study: 1
6 Semester: 2
7 ECTS Credits Allocated: 4
8 Theoretical (hour/week): 2
9 Practice (hour/week) : 1
10 Laboratory (hour/week) : 0
11 Prerequisites: none
12 Recommended optional programme components: None
13 Language: Turkish
14 Mode of Delivery: Face to face
15 Course Coordinator: Doç. Dr. Şenay Şahin
16 Course Lecturers:
17 Contactinformation of the Course Coordinator: sksahin@uludag.edu.tr , Uludağ Üniversitesi Spor Fakültesi Antrenörlük Eğitimi Bölümü
18 Website:
19 Objective of the Course: To understand the positive and negative aspects of electronic sports by learning interactive video games, game tools and game Systematics. to improve the game's spatial, direction finding skills, the ability to rotate objects spatially in the mind, the ability of players ' attention to follow multiple events, advanced performance in tasks requiring dual attention, motor skills
20 Contribution of the Course to Professional Development
21 Learning Outcomes:
1 Knows the meaning of the e sports ;
2 Mentally, psychologically and physically positive and negative effects of the e-sports on the person are knows ;
3 E sports knows the factors affecting the physical psychological and cognitive processes of sports;
4 Know the dimensions of e spor ;
5 Knows the importance of play in future;
22 Course Content:
Week Theoretical Practical
1 the concept of e-sports, historical period.
2 In the compilation of e-sports content, it has been mentioned that its similar and different aspects to traditional sports
3 E-sports game and learning within the education system what is game - based learning
4 Effects of games on psychological and physiological cognitive processes
5 E-sports, a computer game addiction
6 Electronic sports players, clubs, competitions , spectators and sponsorship, individual athletes/teams
7 Electronic sports game manufacturers and game types
8 E-sports games business and content models
9 E-Sport Economics A Global Assessment Of E-Sport
10 Heading E-Sports Career
11 Game applications and practical
12 Game applications and practical
13 PGame applications and strategy editing and preparation for competition
14 E sports game practice and competition
23 Textbooks, References and/or Other Materials: 1- Borowy, M., Jin D. Y. (2013). Pioneering eSport: The Experience Economy and The Marketing of
Early 1980s Arcade Gaming Contests. International Journal of Communication, 7, 2254-
2274.
Esportsearnings.com. (2018). Erişim Adresi https://www.esportsearnings.com/history
Fanatik Gazetesi. (2017). E-Spor nedir? Nasıl oynanır?. Erişim Adresi
http://www.fanatik.com.tr/2017/03/06/e-spor-nedir-nasil-oynanir-1281425
Hamari, J. ve Sjöblom, M. (2017). What Is eSports and Why Do People Watch It?. Internet Research,
27(2), 211-232.
Holden, J. T., Kaburakis, A. ve Rodenberg, R. (2017). The Future Is Now: Esports Policy
Considerations and Potential Litigation. Journal of Legal Aspects of Sport, 27(1), 46-78.
Lee, D. ve Schoenstedt, L. J. (2011). Comparison of eSports and Traditional Sports Consumption
Motives. ICHPER-SD Journal of Research, 6(2), 39-44.
Milliyet Gazetesi. (2017). E-spor Pazarı Hızla Büyüyor! Dünyanın Konuştuğu Bu Sektör Yıl
Sonunda.... Erişim Adresi http://www.milliyet.com.tr/e-spor-pazari-hizla-buyuyor--
oyunhaberleri-haber-2563508/
Newzoo. (2017a). 2017 Global Games Market Report - Trends, Insights and Projections Toward
2020. Erişim Adresi
https://resources.newzoo.com/hubfs/Reports/Newzoo_Global_Games_Market_Report_
2017_Light.pdf?t=1517584881031
Newzoo. (2017b). 2017 Global Esports Market Report-Trends, Revenues and Audience Toward
2020 Free Version. Erişim Adresi
http://resources.newzoo.com/hubfs/Reports/Newzoo_Free_2017_Global_Esports_Mar
ket_Report.pdf?hsCtaTracking=5a96aa39-a810-47a6-834b-559c317775c3%7C6a2d5758-
bab2-4d87-9fbe-f82dc9ba638a
Newzoo. (2018a). Newzoo’s Global Esports Market Report-Fact Sheet. Erişim Adresi
https://newzoo.com/wp-content/uploads/2017/06/Flagship_reports_Esports_factsheet.pdf
Newzoo. (2018b). Top 25 Companies by Game Revenues. Erişim Adresi
https://newzoo.com/insights/rankings/top-25-companies-game-revenues/
Nielsen. (2017). The Esports Playbook, Maximizing Your Investment Through Understanding The
Fans. Erişim Adresi http://www.nielsen.com/content/dam/corporate/us/en/reportsdownloads/2017-reports/nielsen-esports-playbook.pdf
Schaeperkoetter, C. C., Mays, J., Hyland, S. T., Wilkerson, Z., Oja, B., Krueger, K., Christian, R. ve
Bass, J. R. (2017). The “New” Student-Athlete: An Exploratory Examination of Scholarship
eSports Players. Journal of Intercollegiate Sport, 10(1), 1-21.
Seo, Y. (2013). Electronic sports: A New Marketing Landscape of the Experience Economy. Journal
of Marketing Management, 29 (13-14), 1542-1560.
Seth E. J., Manning R. D., Keiper M. C. ve Olrich T. W. (2017). Virtual(ly) Athletes: Where eSports
Fit Within the Definition of “Sport”. Quest, 69(1), 1-18.
Statista. (2018a). Number of Players of Selected eSports Games Worldwide as of August 2017.
Erişim Adresi https://www.statista.com/statistics/506923/esports-games-numberplayers-global/
24 Assesment
TERM LEARNING ACTIVITIES NUMBER PERCENT
Midterm Exam 1 40
Quiz 0 0
Homeworks, Performances 0 0
Final Exam 1 60
Total 2 100
Contribution of Term (Year) Learning Activities to Success Grade 40
Contribution of Final Exam to Success Grade 60
Total 100
Measurement and Evaluation Techniques Used in the Course
Information
25 ECTS / WORK LOAD TABLE
Activites NUMBER TIME [Hour] Total WorkLoad [Hour]
Theoretical 14 2 28
Practicals/Labs 14 1 14
Self Study and Preparation 10 4 40
Homeworks, Performances 0 2 28
Projects 0 0 0
Field Studies 0 0 0
Midtermexams 1 4 4
Others 0 0 0
Final Exams 1 3 3
Total WorkLoad 117
Total workload/ 30 hr 3,9
ECTS Credit of the Course 4
26 CONTRIBUTION OF LEARNING OUTCOMES TO PROGRAMME QUALIFICATIONS
PQ1 PQ2 PQ3 PQ4 PQ5 PQ6 PQ7 PQ8 PQ9 PQ10 PQ11 PQ12 PQ13 PQ14
LO1 4 0 0 0 0 0 0 0 0 0 0 0 0 0
LO2 4 0 0 0 0 0 0 0 0 0 0 0 0 0
LO3 0 0 4 4 0 0 0 0 0 0 0 0 0 0
LO4 0 0 0 0 4 0 0 0 0 0 0 0 0 0
LO5 0 0 0 0 0 4 0 0 0 0 0 0 0 0
LO: Learning Objectives PQ: Program Qualifications
Contribution Level: 1 Very Low 2 Low 3 Medium 4 High 5 Very High
Bologna Communication
E-Mail : bologna@uludag.edu.tr
Design and Coding
Bilgi İşlem Daire Başkanlığı © 2015
otomasyon@uludag.edu.tr