An introduction to Esports culture and history. Explores the top Esports games and skills with an analysis of roles, goals, and popularity trends for top Esports games. Emphasis on Esports culture and inclusion.
COID 497- Esports Content Creation – 3 Credits
Topics cover broad areas of Esports technology related to creating content for distribution, including podcasting, streaming, shoutcasting, video production, and Esports journalism. Using a research-based approach, students will explore competition within leagues and tournaments, which include coverage and market analyses.
An in-depth study of Esports in the collegiate realm. Topics covered include navigating school infrastructure, leadership and organization, players and productions, team creation, and the future of Esports. Understand the roles and responsibilities of positions within a college Esports organization. Understand how to communicate with other teams, organizers, and tournament hosts.
COID 497- Esports Capstone – 3 Credits
The capstone experience is designed to be a culminating activity or project that exemplifies the multidisciplinary aspects of Esports.
Table of Esports Courses
College
Course Number
Semester
Session
Course Name
Credits
COID
497
Fall, Spring
1st 7 Weeks
Introduction to Esports
3
COID
497
Fall, Spring
1st 7 Weeks
Esports Content & Analysis
3
COID
497
Fall, Spring
2nd 7 Weeks
Esports Operations & Management
3
COID
497
Fall, Spring
2nd 7 Weeks
Esports Capstone
3
Esport Research
The Effects of Chewing Gum on Esports Players
Previous studies have indicated a link between chewing gum and reducing stress due to the physiological release of certain hormones. Additionally, at least one recent study has indicated heightened anxiety and stress related to competitive esports play. The study’s goals were to examine the relationships between chewing gum and playing esports, with a focus toward anxiety reduction and gaming performance. Results include statistically significant results post treatment with regard to reduced anxiety and player perceptions of increased performance and confidence in their skills. Age, gender and gamer level were not contributing factors.