e075 Esport in Kinanthropology

Fakulta sportovních studií
podzim 2024
Rozsah
1/0/0. 3 kr. Ukončení: zk.
Vyučováno kontaktně
Vyučující
Mgr. Martin Sebera, Ph.D. (přednášející)
Garance
Mgr. Martin Sebera, Ph.D.
Katedra pohybových aktivit a zdraví – Fakulta sportovních studií
Kontaktní osoba: Mgr. František Hurt
Dodavatelské pracoviště: Katedra pohybových aktivit a zdraví – Fakulta sportovních studií
Rozvrh
Po 13:00–13:50 C15/207, kromě Po 16. 9.
Předpoklady
The subject "eSport" deals with electronic sports, which is a specific and growing sector in the field of sports and entertainment
Basic Computer Skills: Students are assumed to have basic computer and gaming skills as eSports often involve video games.
Omezení zápisu do předmětu
Předmět je otevřen studentům libovolného oboru.
Předmět si smí zapsat nejvýše 25 stud.
Momentální stav registrace a zápisu: zapsáno: 7/25, pouze zareg.: 0/25, pouze zareg. s předností (mateřské obory): 0/25
Jiné omezení: Předmět bude otevřen při zapsání 8 a více studentů.
Cíle předmětu
Understanding eSports Culture: Students should understand the history of eSports, its development and importance on a global scale.
Knowledge of eSports games and disciplines: The goal is for students to be familiar with various eSports games, their rules and specifics.
Development of gaming skills: Students should have the opportunity to develop their gaming skills in various eSports games.
Research and Analysis of eSports Teams and Players: Students should be able to conduct research on eSports teams, players and strategies.
Managerial and organizational aspects of eSports: The aim is to introduce students to skills and knowledge related to managing eSports teams, organizing tournaments and events.
Player Health and Lifestyle: Students should understand the impact of eSports on player health and be familiar with healthy lifestyle recommendations.
Ethical and legal aspects of eSports: The aim is to introduce students to ethical and legal issues related to eSports, including fair play, copyright and doping rules.
Development of communication skills: Students should be able to effectively communicate and present their ideas and analysis regarding eSports.
Physical activity and nutrition: Students should understand the importance of physical activity and a balanced diet for eSports players.
Analysis of the economic aspects of eSports: The aim is to introduce students to the economic factors associated with eSports, including sponsorship, marketing and business.
Development of critical thinking: Students should be able to critically examine various aspects of eSports and make independent evaluations.
Výstupy z učení
After completing the course, the student will be able to:
Knowledge of eSports culture and history: Students will be able to describe the development of eSports, its history and key milestones.
Understanding of different eSports games: Students will know and understand different eSports games, including their rules, game strategies and tactics.
eSports Analytical Skills: Students will be able to analyze eSports games, team strategies and player performances.
Temporary eSports Skills: Students will have the opportunity to develop their gaming skills within selected eSports games.
Knowledge of managerial and organizational aspects of eSports: Students will be able to describe and apply managerial skills and organizational concepts in the context of eSports teams and events.
Healthy lifestyle and nutrition in eSports: Students will understand the importance of a healthy lifestyle, physical activity and balanced nutrition for eSports players.
Ethical and legal aspects of eSports: Students will be able to identify ethical problems and legal issues related to eSports and propose appropriate solutions.
Osnova
  • Week 1-2: Introduction to eSports. History of eSports and its development. The importance of eSports in today's world. Various eSports games and disciplines
  • Week 3-4: Games and Rules. Basic rules of selected eSports games. Game strategy and tactics. Development of gaming skills
  • Week 5-6: Organization and management aspects. Managerial skills in eSports. Organization of eSports teams and tournaments. Marketing and sponsorship in eSports
  • Week 7-8: Health and Lifestyle. Impact of eSports on players' health. The importance of physical activity and nutrition. Strategies for maintaining physical and mental health
  • Week 9-10: Ethics and law. Ethical issues in eSports. Legal aspects of eSports competitions. Doping rules in  eSport
  • Week 11-12: Professional paths in eSports. Various career options in eSports. Coaching and game commentary. Analytics of eSports games and teams
Výukové metody
theory, gaming (exercise)
Metody hodnocení
final group project
Vyučovací jazyk
Angličtina
Informace učitele
Reference list:
  • Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional esports players: motivation and physical activity levels. International Journal of Environmental Research and Public Health, 19(4), 2256. https://doi.org/10.3390/ijerph19042256
  • Hamari, J. and Sjöblom, M. (2017). What is esports and why do people watch it?. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.2686182
  • Heidenreich, H., Brandt, C., Dickson, G., & Kurscheidt, M. (2022). Esports associations and the pursuit of legitimacy: evidence from germany. Frontiers in Sports and Active Living, 4. https://doi.org/10.3389/fspor.2022.869151
  • Hodge, V., Devlin, S., Sephton, N., Block, F., Cowling, P., & Drachen, A. (2021). Win prediction in multiplayer esports: live professional match prediction. Ieee Transactions on Games, 13(4), 368-379. https://doi.org/10.1109/tg.2019.2948469
  • Karakaya, Y. and ÖZKAL, M. (2022). The sport of the digital world: e-sports. Anatolia Sport Research, 3(3), 1-8. https://doi.org/10.29228/anatoliasr.26
  • Kunz, R., Roth, A., & Santomier, J. (2021). A perspective on value co-creation processes in esports service ecosystems. Sport Business and Management an International Journal, 12(1), 29-53. https://doi.org/10.1108/sbm-03-2021-0039
  • Leung, K., Wong, M., Ou, K., Chung, P., & Lau, K. (2021). Assessing esports participation intention: the development and psychometric properties of the theory of planned behavior-based esports intention questionnaire (tpb-esport-q). International Journal of Environmental Research and Public Health, 18(23), 12653. https://doi.org/10.3390/ijerph182312653
  • Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: a systematic review. International Review of Sport and Exercise Psychology, 13(1), 319-352. https://doi.org/10.1080/1750984x.2020.1723122
  • Peng, Q., Dickson, G., Scelles, N., Grix, J., & Brannagan, P. (2020). Esports governance: exploring stakeholder dynamics. Sustainability, 12(19), 8270. https://doi.org/10.3390/su12198270 SAYGI, T. (2023). Comparing the accuracy and reaction times of esports players and sport sciences students. Eurasian Research in Sport Science, Cilt: 8 Sayı: 2,(Cilt: 8 Sayı: 2,), 80-94. https://doi.org/10.29228/eriss.32
  • Sweeney, K., Tuttle, M., & Berg, M. (2019). Esports gambling: market structure and biases. Games and Culture, 16(1), 65-91. https://doi.org/10.1177/1555412019872389
  • Szot, M., Frączek, B., & Tyrała, F. (2022). Nutrition patterns of polish esports players. Nutrients, 15(1), 149. https://doi.org/10.3390/nu15010149
  • Sáiz-Álvarez, J., Palma-Ruiz, J., Valles-Baca, H., & Fierro-Ramírez, L. (2021). Knowledge management in the esports industry: sustainability, continuity, and achievement of competitive results. Sustainability, 13(19), 10890. https://doi.org/10.3390/su131910890
  • Tjønndal, A. (2020). “what's next? calling beer-drinking a sport?!”: virtual resistance to considering esport as sport. Sport Business and Management an International Journal, 11(1), 72-88. https://doi.org/10.1108/sbm-10-2019-0085
  • Wilis, N. and Manik, L. (2022). The effect of visual appeal, social interaction, enjoyment, and competition on mobile esports acceptance by urban citizens. Interdisciplinary Journal of Information Knowledge and Management, 17, 601-624. https://doi.org/10.28945/5045
  • Örsoğlu, T. (2023). Esports: digital games and its future from the traditional athletes’ and esports players’ perspectives. Simulation & Gaming, 54(5), 534-553. https://doi.org/10.1177/10468781231188668
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