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: |
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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LO: Learning Objectives | PQ: Program Qualifications |
Contribution Level: | 1 Very Low | 2 Low | 3 Medium | 4 High | 5 Very High |