ESD004 Contemporary Concepts in Esports


To view more information for this unit, select Unit Outline from the list below. Please note the teaching period for which the Unit Outline is relevant.


Unit Outline: College 1 2024, Kelvin Grove, Internal

Unit code:ESD004
Credit points:12
Disclaimer - Offer of some units is subject to viability, and information in these Unit Outlines is subject to change prior to commencement of the teaching period.

Overview

This unit provides a holistic approach to digital competitive play. It focuses on issues related to balancing ethical reasoning for engagement within digital competitive play and health practices. It also provides opportunities to investigate the role of support networks and coaching practices within esports. The unit forms part of the esports core which along with your chosen discipline pathway provides you with the foundation for further study in Business, Information Technology or Creative Industries.

Learning Outcomes

On successful completion of this unit you will be able to:

  1. Understand health and wellbeing issues for esports players and stakeholders.
  2. Develop and apply teamwork, coaching and team leadership skills to improve esports performance.
  3. Evaluate gaming, digital engagement and life balance considering social and ethical implications.
  4. Analyse training and coaching practices and how they empower inclusivity.
  5. Understand skill acquisition and technical 'mechanics' in esports.

Content

Module 1: Esports health and wellbeing

  • The relationship between physical and psychological health and wellbeing
  • Health risks associated with esports
  • Health professionals and health management in esports
  • Stress, sleep and esports performance
  • Obsessive vs harmonious passion/internet gaming disorder
  • Growth mindset and developing positive play to create change

 Module 2: Esports support networks

  • Social support in esports
  • Team building and leadership
  • Developing an inclusive organisation
  • Impacts of the esports industry on the modern competitor
  • Regulation and management of competitive play

Module 3: Understanding esports coaching

  • An introduction to behavioural components of coaching (technical and tactical skills)
  • An introduction to ecological psychology and dynamics systems theory
  • Player metrics analysis
  • Introduction to digital team dynamics
  • Training scheduling and balance

Learning Approaches

This unit takes a blended approach to learning and teaching. You will be provided with both eContent and timetabled activities such as workshops and tutorials. eContent will be clearly identified on your Canvas site for you to engage with on a weekly basis before your classes. eContent could include videos, readings, self-reflection and/or peer activities designed to enhance your learning experience. During the timetabled activities, the unit coordinator and/or your tutor will further explain content and you will be provided with opportunities to explore this content in a collaborative learning environment. After your weekly classes, you should continue to engage with unit resources to ensure you consolidate your understanding of unit content. Teaching team members will also be available for one-on-one consultations to assist you with your learning journey.

Feedback on Learning and Assessment

Students will receive feedback in various forms throughout the semester which may include:

  •  Informal: worked examples, such as verbal feedback in class, individual consultation
  •  Formal: in writing, such as checklists, rubrics, written commentary
  •  Direct: to individual students, either in written form or in consultation
  •  Indirect: to the whole class

Assessment

Unit Grading Scheme

7- point scale

Assessment Tasks

Assessment: Digital Health and Wellbeing Workbook

This assessment task requires you to identify and explain potential health impacts associated with your engagement with a digital gaming platform. Additionally you will draw upon research evidence to analyse the data and identify strategies that could be used to promote overall health and wellbeing.     

This is an assignment for the purposes of an extension.

Weight: 30
Length: 1600
Individual/Group: Individual
Due (indicative): Week 5
Related Unit learning outcomes: 1, 3

Assessment: Case Study

Based on your findings from the wellbeing data analysis completed in Assessment 1, this task requires you to identify and investigate support networks that could assist in fostering growth, success and overall wellbeing. Your investigation should be presented as a case study in which you explore how specific support networks take an holistic approach to enhancing the wellbeing and overall satisfaction of participants in the digital gaming community. 

This is an assignment for the purposes of an extension.

Weight: 30
Length: 1600
Individual/Group: Individual
Due (indicative): Week 8
Related Unit learning outcomes: 2, 4

Assessment: Skill Analysis Presentation

For this assessment you ware required to analyse the gameplay of an Esports player/team in a specific gaming environment and specialised game. You will devise and present a range of evidence-based methods to enhance gameplay for individual gameplayers or the team providing practical recommendations based on the analysis findings. 

Weight: 40
Length: 10 min including Q&A
Individual/Group: Individual
Due (indicative): Week 13
Related Unit learning outcomes: 3, 4, 5

Academic Integrity

Students are expected to engage in learning and assessment at QUT with honesty, transparency and fairness. Maintaining academic integrity means upholding these principles and demonstrating valuable professional capabilities based on ethical foundations.

Failure to maintain academic integrity can take many forms. It includes cheating in examinations, plagiarism, self-plagiarism, collusion, and submitting an assessment item completed by another person (e.g. contract cheating). It can also include providing your assessment to another entity, such as to a person or website.

You are encouraged to make use of QUT’s learning support services, resources and tools to assure the academic integrity of your assessment. This includes the use of text matching software that may be available to assist with self-assessing your academic integrity as part of the assessment submission process.

Further details of QUT’s approach to academic integrity are outlined in the Academic integrity policy and the Student Code of Conduct. Breaching QUT’s Academic integrity policy is regarded as student misconduct and can lead to the imposition of penalties ranging from a grade reduction to exclusion from QUT.

Resources

Weekly resources will be made available on the unit Canvas site.

Risk Assessment Statement

There are no out-of-the ordinary risks associated with this unit. You should, however, familiarise yourself with evacuation procedures operating in the buildings in which you attend classes and take the time to view the Emergency video.

Course Learning Outcomes

This unit is designed to support your development of the following course/study area learning outcomes.

ES21 Diploma in Esports

  1. Demonstrate foundational interdisciplinary knowledge relating to esports.
    Relates to: ULO1, ULO2, ULO4, ULO5, Digital Health and Wellbeing Workbook, Skill Analysis Presentation
  2. Apply critical thinking and problem solving skills.
    Relates to: ULO3, ULO4, Digital Health and Wellbeing Workbook, Case Study, Skill Analysis Presentation
  3. Communicate effectively in an academic and professional manner through written and oral genres integrating digital tools.
    Relates to: ULO3, ULO4
  4. Apply teamwork knowledge and skills for effective collaboration.
    Relates to: ULO2, ULO5, Skill Analysis Presentation
  5. Apply knowledge of ethical and social practices in analysing and addressing real world problems and issues.
    Relates to: ULO3, Case Study