Course: GBS109 First Term: 2022 Spring
Final Term: Current
Final Term: 9999
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Lecture 3.0 Credit(s) 3.0 Period(s) 3.0 Load
Credit(s) Period(s)
Load
Subject Type: OccupationalLoad Formula: S- Standard |
MCCCD Official Course Competencies | |||
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1. Summarize the development of the video game industry and its evolution over time. (I)
2. Distinguish the difference between Esports and video games. (I, II) 3. Describe Esports business trends both nationally and globally. (III) 4. Compare the different careers that exist in Esports. (IV) 5. Discover the influence of Esports and gamification in education. (V) 6. Explain how to initiate, plan, execute, market and close an Esports club, team, league, tournament, and/or event. (VI) 7. Identify the hardware and software required to run a successful Esports production. (VII) 8. Create a successful Esports streaming strategy or campaign. (VII) | |||
MCCCD Official Course Competencies must be coordinated with the content outline so that each major point in the outline serves one or more competencies. MCCCD faculty retains authority in determining the pedagogical approach, methodology, content sequencing, and assessment metrics for student work. Please see individual course syllabi for additional information, including specific course requirements. | |||
MCCCD Official Course Outline | |||
I. History of video games
A. Beginnings of video game industry B. Atari, Nintendo, Sega development C. Sony and Microsoft consoles D. Console wars E. PC II. History and evolution of Esports A. Beginnings of competitive gaming B. Space Invaders, 1990 Nintendo World Championships, Riot C. Tournaments in the 90s III. Esports as a business IV. Esports jobs and careers V. Esports in education VI. Creating an Esports club, team, league, tournament, event A. Officers/players B. Teams C. Managing D. Operations E. Marketing, branding F. Analytics, finance VII. Technology A. Hardware and software B. Streaming production | |||
MCCCD Governing Board Approval Date: September 28, 2021 |