Foundations for Esports Curricula in Higher Education

M. Scott, Rory Summerley, Nicolas Besombes, C. Connolly, Joey Gawrysiak, Tzipora Halevi, Seth E. Jenny, Michael A. Miljanovic, Melissa C. Stange, Toni Taipalus, J. Williams
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引用次数: 8

Abstract

Esports has generated an industry of increasing economic and cultural importance. In recent years, universities and other higher education institutions have responded to its growth by establishing programmes of study which aim to satisfy the needs of innovators operating in the area. However, there is not yet consensus on what an esports curriculum should include. Despite being a technology-driven sector with ethical and professional dimensions that intersect computing, current ACM and IEEE curricula do not mention esports. Furthermore, existing courses tend to provide teaching and training on a wide variety of topics aside from those traditionally in computer science. These include: live events management; psychological research; sports science; marketing; public relations; video (livestream) production; and community management; in addition to coaching and communication. This working group examined the requirements for developing esports studies at universities with a focus on understanding career prospects in esports and on the challenges presented by its interdisciplinary complexity. Thereby, paving the way for a framework to support the design of esports curricula in higher education.
高等教育电子竞技课程的基础
电子竞技已经形成了一个经济和文化重要性与日俱增的产业。近年来,大学和其他高等教育机构对其增长作出了反应,设立了旨在满足该地区创新者需求的学习方案。然而,对于电子竞技课程应该包括哪些内容,目前还没有达成共识。尽管电子竞技是一个技术驱动的行业,其道德和专业维度与计算机交叉,但目前的ACM和IEEE课程并未提及电子竞技。此外,除了传统的计算机科学之外,现有的课程倾向于提供各种主题的教学和培训。这包括:现场活动管理;心理学研究;体育科学;销售;公共关系;视频(直播)制作;社区管理;除了指导和沟通。该工作组审查了在大学开展电子竞技研究的要求,重点是了解电子竞技的职业前景及其跨学科复杂性所带来的挑战。因此,为支持高等教育中电子竞技课程设计的框架铺平了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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