On successful completion of the course, the students should:
Have knowledge about psychology’s role in games and E-sports.
Have knowledge about central ethical theories and concepts
Discuss ethics specifically related to games and sports.
Discuss psychological challenges related to games.
Contents
Digital games have become widely popular, with more than two billion people playing at different levels of involvement. For most players, gaming is a positive recreational activity. However, concerns have been raised regarding detrimental effects of gaming, gaming addiction and toxic behavior in the gaming culture. On the other hand, novel research is starting to examine possible positive effects of gaming.
This course will provide insight into the current research status on gaming and E-sports. What do we know and what don’t we know? What challenges are we facing? The course will look at psychological as well as ethical challenges that might occur through gaming. There will also be a focus on types of games and possible effects. The use of drugs in E-sports is also covered in this course.
Teaching and learning methods
The course is taught as a combination of lectures, flipped classroom, discussions, and mandatory tasks. The students will also be presented with many cases that will be discussed.
Expected workload for the average student is 135 hours.
Examination requirements
All mandatory tasks must be completed and approved. An overview of all tasks will be presented in Canvas.
Examinations
Individual oral examination. Details will be given in Canvas at the start of the semester. Graded assessment.
Student evaluation
The study program manager, in consultation with the student representative, decides the method of evaluation and whether the courses will have a midterm- or end of term evaluation, see also the Quality System, section 4.1. Information about evaluation method for the course will be posted on Canvas.