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.
This minor brings the best of the gaming world into the classroom, offering:
-
Insights from industry experts and valuable networking opportunities with leaders in the field.
-
Students will also go on field trips to explore how organisations in this rapidly growing segment operate.
-
The hands-on approach of this minor is emphasised through real case studies and industry problem solving initiatives and gaming events, providing practical experience in event execution.
-
Classes will take place at the Main Campus
Leerdoelen
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
Lectures online and on campus
Guest speakers
Blended methods
Feed-forward sessions
Fieldtrips
Minor: 15 ECTS = 420 hours
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: Tuesday-Wednesday-Thursday for the first 4 weeks, and fridays will be added during the second 4 weeks and will be utilized for fieldtrips (lessons on campus)
Fieldtrips: 4 fieldtrips on Fridays (details TBD)
Self-study: Monday, Tuesday afternoon, and Friday
Toetsing
WEEK 5: GROUP – Written paper/Presentation (Mid term) more info in Class (5.5)
WEEK 9: GROUP/INDIVIDUAL –Data collection and analysis of an esports event/Reflection 50% (5.5)
WEEK 10: GROUP-Work – Execution: Esports event Presentation 20% (5.5)
Planning of the testing (per partial test when applicable):
Regular test: 2.9/2.10
Resit: 3.5
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.