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Description of Individual Course UnitsCourse Unit Code | Course Unit Title | Type of Course Unit | Year of Study | Semester | Number of ECTS Credits | MS1607.12 | | Elective | 1 | 2 | 3 |
| Level of Course Unit | Short Cycle | Objectives of the Course | To comprehend the positive and negative aspects of electronic sports by learning interactive video games, game tools and game systematics. is to develop motor skills by enabling the game's spatial, direction finding skills, the ability to rotate objects spatially in the mind, the attention of the players to follow more than one event, and the improved performance of tasks that require dual attention. | Name of Lecturer(s) | ÖĞR. GÖR. ONUR AKMAN | Learning Outcomes | 1 | Knows the concept of esports | 2 | Knows the positive and negative aspects of the concept of e-sports | 3 | Knows the factors affecting the physical, psychological and cognitive processes of e-sports. | 4 | Knows the dimensions of e-sports | 5 | Knows the importance of e-sports in the future |
| Mode of Delivery | Normal Education | Prerequisites and co-requisities | NONE | Recommended Optional Programme Components | NONE | Course Contents | NONE | Weekly Detailed Course Contents | |
1 | History of electronic sports definition | | | 2 | Difference between electronic sports and traditional sports, their positive and negative aspects | | | 3 | E-sports within the education system Games and learning What is game-based learning? | | | 4 | The effect of games on psychological and physiological cognitive processes | | | 5 | E-sports, computer game addiction | | | 6 | Electronic sports players, clubs, competitions, spectators and sponsorships, Individual Athletes/Teams | | | 7 | Electronic sports Game Manufacturers and Game Types | | | 8 | Exam | | | 9 | E-Sports Games Business and Content Models | | | 10 | E-Sports Economy, A Global Assessment of E-Sports | | | 11 | Turning to an E-Sports Career | | | 12 | | | gaming apps | 13 | | | gaming apps | 14 | E-sports game application and strategy building | | | 15 | | E-sports game application and competition | | 16 | Exam | | |
| Recommended or Required Reading | 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/ | Planned Learning Activities and Teaching Methods | | Assessment Methods and Criteria | |
Midterm Examination | 1 | 50 | Practice | 1 | 50 | SUM | 100 | |
Final Examination | 1 | 100 | SUM | 100 | Term (or Year) Learning Activities | 40 | End Of Term (or Year) Learning Activities | 60 | SUM | 100 |
| Language of Instruction | Turkish | Work Placement(s) | NONE |
| Workload Calculation | |
Midterm Examination | 1 | 3 | 3 | Final Examination | 1 | 3 | 3 | Self Study | 7 | 3 | 21 | Individual Study for Mid term Examination | 8 | 4 | 32 | Individual Study for Final Examination | 7 | 4 | 28 | |
Contribution of Learning Outcomes to Programme Outcomes | LO1 | 2 | 1 | 1 | 1 | 1 | 1 | LO2 | 5 | 1 | 2 | 1 | 1 | 2 | LO3 | 2 | 5 | 2 | 2 | 2 | 2 | LO4 | 5 | 1 | 2 | 3 | 3 | 3 | LO5 | 4 | 2 | 1 | 1 | 2 | 5 |
| * Contribution Level : 1 Very low 2 Low 3 Medium 4 High 5 Very High |
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