Familiarizing students with sport as a social phenomenon, taking into account the specificity of esports. Mastering by students the theory and sociological terminology useful to describe and understand social phenomena occurring in the field of esport.
Prerequisites
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Scope
Esports and sport - definitions.
Socialization to sport: contributing factors, channels and mechanisms, desocialization.
Social functions of sport and esports: sport as the avant-garde of social changes, sport as a "safety valve" for political incorrectness.
Contemporary forms and manifestations of cheering: types of fans, stadium and extra-stadium forms of fans' activity.
Sport in the media: the image of sport and an athlete in the media, the community of fans on the Internet.
Self-creation of the image of an esportsman in social media.
The economic dimension of esports.
Esport as a tool in managing the brand of sports teams (on the example of football).
Teaching methods
lectures, problematic methods (discussion of research results), exposing methods (video). Individual student work (e.g. reading and analysis) according to the teacher's instructions.
Learning outcomes and methods of theirs verification
Outcome description
Outcome symbols
Methods of verification
The class form
Assignment conditions
Exam (in the case of remote mode: written work)
Recommended reading
Nyćkowiak, J., Kołodziej, T., & Jasny, M. (2021). Social and cultural determinants of e-sports. Rocznik Lubuski, 47(2), 18-22.
Nyćkowiak, J., Kołodziej, T., Jasny, M., & Siuda, P. Toward Successful Esports Team: How Does National Diversity Affect Multiplayer Online Battle Arena Video Games.
Jasny, M. (2020). Doping in e-sports. An empirical exploration and search for sociological interpretations. Acta Universitatis Lodziensis. Folia Sociologica, (75), 85-99.
Kołodziej, T. (2019). The influence of players’ nationality on the effectiveness of eSports teams based on the example of The International DOTA 2 tournaments. Review of Nationalities, 9(1), 85-99.
Jasny, M., & Sodomirski, T. (2021). Sport-related aspects of preparation for participation in e-sports tournaments based on the game Magic: the Gathering. Rocznik Lubuski, 47(2), 118-129.
Further reading
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Notes
Modified by dr Magdalena Pokrzyńska (last modification: 22-04-2024 17:00)