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  • Understanding esports

Understanding esports

Ref. 48003
CategoryDigital and technologyCategorySport
  • Duration: 5 weeks
  • Effort: 15 hours
  • Pace: ~3 hours/week
No open course runs

Description

Esports is the competitive practice of video games. This practice raises many questions: is it possible to qualify it as sport? How to protect the players? How to recognize their skills and develop them? Is this a factor of inclusion or exclusion? Is the business model of esports sustainable? What is its territorial anchoring or its link with the communities? And finally, within the context of the health crisis of 2020, will esport renew our relationship to sports practice or to the consumption of sports shows?

The "understanding esports" MOOC aims at presenting the state of academic research on all these questions. We offer a full training course thanks to which you will benefit from experts’ views or testimonials given by stakeholders from the industry, but you will also engage into activities that will allow you to test your knowledge and try esports for yourself.

Format

The "understanding esports" MOOC offers comprehensive training on esports through the expertise of four European universities and their respective networks. The University of Caen Normandie will bring a multidisciplinary perspective on esport, reporting on the many experiments carried out in its. Through its Department of Sports Sciences, the University of Murcia will help to establish the link between sports practice and video games. The Finnish University of Kajaani is one of the few European institutions to offer a full academic degree focusing on esports business. This partner will thus naturally be able to shed light on these questions. Finally, Wrexham Glyndŵr University (Wales) will bring valuable expertise in the fields of space design and ergonomics to the project.

Prerequisites

The MOOC is open to anyone wishing to discover esports and challenge their representations on the subject. It partially aims at players or professionals in the sector, but, first and foremost, their families who may have questions, the educational world and associations who wonder about the desirability of esports, political decision-makers who wish to know more about this practice before launching or financing a project in their territory, or to economic actors who want to understand this emerging ecosystem.

This MOOC has the particularity of being international and multilingual with content available in French, English and Spanish. It will offer you the chance to interact with the entire community of MOOC learners, whether live or on a forum.

This MOOC does not necessitate any prerequisites.

Finally, it should be noted that this course, operated by the FUN-MOOC platform, is completely free. All the personal data of the learners remains confidential and is not disseminated in any way.

Assessment and certification

A weekly follow-up evaluation is carried out via a brief quiz. A final 20-questions quiz will be required from participants in order to validate all the MOOC skills. Obtaining course attendance certificate is subject to the following cumulative conditions:

Participants must attend the four weeks.

Participants must obtained 70% success in the various assessment exercises.

Course plan

    • - Discover esports, its history and its ecosystem
      - Distinguish esports and sports
      - Deconstruct stereotypes and present the variety of esports issues
      - Your turn to play! Initiation to esports practice.
    • - Discover the social and human aspects that surround esports
      - Understand the variety of practices
      - Understand the issues related to gender, disability, ethnicity or age
      - Offer solutions and tools so that esports evolves towards a "safe place", i.e. an inclusive and ethical industry.
    • - Discover the diversity of digital gaming, learning and social exchange platforms
      - Create or regenerate a physical space dedicated to esports practice
      - Optimize the performance of players
      - Promote an ethical approach
      - Know and recognize physical and cognitive esports skills
    • - Understand how the esports industry works (primary and secondary stakeholders)
      - Understand the relationships between actors (coopetition, co-destiny, convergence)
      - Panorama of current issues and recent research
    • - Share the evolution of your perceptions of esports
      - Identify the risks and opportunities for the esports community
      - Final assessment

Course runs

Archived

  • From March 29, 2021 to May 20, 2021
  • From Dec. 13, 2021 to May 1, 2022

Course team

JÉRÔME LEGRIX-PAGÈS

Categories

Coordinator of the European Erasmus + partnership “Esports Centers & Social Inclusion”.

JANUS PITKÄNEN

Categories

Programme leader of the Esports Business degree

COLIN STUHLFELDER

Categories

Programme leader of the Architectural Design Technology Program

ALFONSO VALERO VALENZUELA

Categories

Full Professor in Sports Sciences at the University of Murcia

NICOLAS BESOMBES

Categories

Lecturer in Sports Sociology at the University of Paris.

LOU MARCHAIS

Categories

Event project manager for the Erasmus + European partnership “esports centers & social inclusion”

Organizations

Université de Caen

Cooperation for innovation and the exchange of good practices
 
 

This MOOC was produced as part of the erasmus+ ECSI project. The project, entitled Esports Centers & Social Inclusion, consists of a European collaboration supporting the development, experimentation and diffusion of an innovating territorial concept in the emerging field of esports. The ECSI project brings together many teachers, researchers, students, local authorities and professionals of the sector that we would like to thank warmly for their support and contributions.

License

License for the course content

Attribution-NonCommercial-NoDerivatives

You are free to:

  • Share — copy and redistribute the material in any medium or format

Under the following terms:

  • Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • NonCommercial — You may not use the material for commercial purposes.
  • NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.

License for the content created by course participants

Attribution-NonCommercial-NoDerivatives

You are free to:

  • Share — copy and redistribute the material in any medium or format

Under the following terms:

  • Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
  • NonCommercial — You may not use the material for commercial purposes.
  • NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.
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