BAYBURT University Information Package / Course Catalogue

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Description of Individual Course Units
Course Unit CodeCourse Unit TitleType of Course UnitYear of StudySemesterNumber of ECTS Credits
MS1607.12Elective123
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
1Knows the concept of esports
2Knows the positive and negative aspects of the concept of e-sports
3Knows the factors affecting the physical, psychological and cognitive processes of e-sports.
4Knows the dimensions of e-sports
5Knows 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
WeekTheoreticalPracticeLaboratory
1History of electronic sports definition
2Difference between electronic sports and traditional sports, their positive and negative aspects
3E-sports within the education system Games and learning What is game-based learning?
4The effect of games on psychological and physiological cognitive processes
5E-sports, computer game addiction
6Electronic sports players, clubs, competitions, spectators and sponsorships, Individual Athletes/Teams
7Electronic sports Game Manufacturers and Game Types
8Exam
9E-Sports Games Business and Content Models
10E-Sports Economy, A Global Assessment of E-Sports
11Turning to an E-Sports Career
12gaming apps
13gaming apps
14E-sports game application and strategy building
15E-sports game application and competition
16Exam
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
Term (or Year) Learning ActivitiesQuantityWeight
Midterm Examination150
Practice150
SUM100
End Of Term (or Year) Learning ActivitiesQuantityWeight
Final Examination1100
SUM100
Term (or Year) Learning Activities40
End Of Term (or Year) Learning Activities60
SUM100
Language of Instruction
Turkish
Work Placement(s)
NONE
Workload Calculation
ActivitiesNumberTime (hours)Total Work Load (hours)
Midterm Examination133
Final Examination133
Self Study7321
Individual Study for Mid term Examination8432
Individual Study for Final Examination7428
TOTAL WORKLOAD (hours)87
Contribution of Learning Outcomes to Programme Outcomes
PO
1
PO
2
PO
3
PO
4
PO
5
PO
6
LO1211111
LO2512112
LO3252222
LO4512333
LO5421125
* Contribution Level : 1 Very low 2 Low 3 Medium 4 High 5 Very High