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Esports, Gaming & Gamification

The video game industry is currently the larger entertainment industry in the world, surpassing that of music and movies combined. It is predicted that global gaming market value by 2025 will be of over US$ 260 billion (Statista, 2021). Therefore, it is paramount that future sport managers learn about the world of games, from the gamification of real sports, to accessibility, inclusion, and the world of competitive esports. The Netherlands is home to top organizations such as Team Liquid, Team Gullit, and the H20 esports campus. But differently than larger markets such as Asia and the US, the Netherlands focuses on talent development and grassroots, creating an unique environment in a fast growing landscape. Business such as the House of Esports are at the forefront of this niche. There are many opportunities and challenges to be tackled in this industry and that will be the focus of this minor. If you really care about making the world a fairer and healthier place to live in, for both present and future generations, this is the minor for you.

Reference from a former student:

"I consider that this minor is amazing to be offered to our students, since the esports industry is getting bigger and bigger every day. Moreover, there are many students that are passionate about video games and would like to develop a career path in the industry, but they never had the opportunity or didn’t know where to start. This minor provides them with a great opportunity. In the end I think this would be an amazing minor with a lot of potential."
- Madalina Preda, 2nd year student International Sport Management.

 

What makes this minor special?

  • This minor will bring the best of the world of gaming to the classroom: from knowledge delivered by people with expertise to networking possibilities with industry leaders.
  • The students will also go on fieldtrips to see how organizations in this growing segment operate.
  • The hands on element of this minor is also present with the execution of gaming events to be done by the students.
  • Classes will be delivered on the Sportcampus Zuiderpark.

Leerdoelen

Throughout this course, the main learning objectives in which the students will be assessed are:

3. The sports professional manages and organises the work and/or business processes of a sport and exercise organisation (and is enterprising when doing so)
3.1 The sports professional formulates objectives and use them as a guideline in his/her work

4. The sports professional develops, evaluates and advises on strategy and policy on sport and exercise
4.1 The sports professional identifies and interprets relevant developments in the world of sport and exercise and act accordingly

5. The sports professional works in an international environment
5.1 The sports professional is able to create & build an international network of collaboration
5.3 The sports professional is able to work in a 21st century environment.

Ingangseisen

Students in their second, third or fourth year of study, interested in the esports industry from a business management perspective, potentially looking into graduation internship projects.

Literatuur

Included but not limited to:
Books’ texts:
Scholz, T. M. (2019). eSports is business. Management in the World of Competitive Gaming.Palgrave MacMillan:Switzerland. (ebook)

Ströh, J. H. A. (2017). The ESports Market and ESports Sponsoring. Baden-Baden

Szablewicz, M. (2020). Mapping Digital Game Culture in China. From Internet Addicts to Esports Athletes. Palgrave MacMillan: Switzerland

de la Hera, T. (2019). Digital Gaming and the Advertising Landscape. Amsterdam University Press: Amsterdam

Kim, S. Song, K., Lockee, B. & Burton, J. (2018 )Gamification in Learning and Education. Springer: Switerezeland

Journals:
Gaming Research & Review Journal

(all references are available via the library)

Rooster

Teaching methods & division of study load

This minor is 15 ECTS, which equals 420 hours of studying.

Teaching methods in this minor are:

  • Lectures online and on campus
  • Guest speakers
  • Blended methods
  • Feed-forward sessions
  • Fieldtrips

Teaching and fieldtrips: 160 hours
Self-study (i.e. preparing for lectures, working on assessments): 260 hours

All main topics will be taught during the 8 weeks of teaching, in different days. The schedule is still under construction and may be subjected to changes. However, the plan is to offer

Lessons: mornings Monday, Tuesday, Thursday (on campus)
Keynote guest sessions: afternoons Wednesdays (online)
Fieldtrips: afternoons on 3 Thursdays (details TBD)
Guided study sessions: mornings on Fridays (hybrid)
Self-study: afternoons Monday, Tuesday, Thursday and Friday and mornings on Wednesday should relate directly to the competencies/ final objectives to be acquired.

When you have class, varies per week, due to topics and availability of (guest) lecturers. You should be available to study this minor 09:00-17:00 Monday – Friday. 

Contact hours per week
You have, on average, 15 contact hours per week.

Toetsing

Week 9: group (4-5 members) – written paper: esports bid book/gamification analysis 30% (5.5)

Week 9: individual – elements of the written paper: esports bid book/gamification 50% (5.5)

Week 10: group (4-5 members) – Execution: Esports event execution 20% (5.5)

Aanvullende informatie

Do you have questions about this minor? Do not hesitate to contact the lecturer(s).

Are you a student at The Hague University of Applied Sciences? Then you can register through Osiris.

Curious about all the KOM minors of The Hague University of Applied Sciences? You will find an overview in the KOM Minorkrant (brochure) of THUAS.