MAN-10057 - Understanding Esports Consumption
Coordinator: Matthew Hutchinson Room: N/A
Lecture Time: See Timetable...
Level: Level 4
Credits: 15
Study Hours: 150
School Office: 01782 733094

Programme/Approved Electives for 2024/25

None

Available as a Free Standing Elective

No

Co-requisites

None

Prerequisites

None

Barred Combinations

None

Description for 2024/25

Esports fans and consumers is something that industry experts still view as being misunderstood. This module will provide you with the current academic and industry perspectives of esports consumers, allowing you to reflect upon and consider your own journey as an esports consumer. This will allow you to have a deeper appreciation of consumers and how future graduates in esports, need to understand their needs and wants in a much more holistic way. You will also be encouraged to consider future areas and gaps of knowledge in esports and think about where future research should go next.

Aims
This module aims to provide students with knowledge, understanding and appreciation of the consumers in esports, and how they can effectively and suitably meet their needs.

Intended Learning Outcomes

Reflect upon their own experience as an esports consumer.: 2
Apply theoretical literature and empirical data to esports fandom and consumption.: 1,2
Effectively synthesize and critique existing literature surrounding esports fandom and consumption.: 1

Study hours

Lectures: 12 hours
Seminars: 12 hours
Lecture/seminar prep: 24 hours
Assessment preparation: 52 hours
Private study: 50 hours

School Rules

None

Description of Module Assessment

1: Literature Review weighted 50%
1000 word individual literature review on esports consumers
In 1000 words, students will review the literature surrounding esports consumption theories. Students will be provided guidance on the specific topic they can focus on, with a dedicated session on writing a literature review. The literature review should have a section on where future research should go next, based off the topic they have chosen.

2: Reflective Analysis weighted 50%
1000 word individual reflection on their own esports consumption
Students should reflect upon their own esports consumption in 1000 words, using the theories and concepts that will have been provided to them throughout the early periods of the module. Students will be provided with a reflective template and a session on reflective writing will be provided.