FSpS:e075 Esport in Kinanthropology - Course Information
e075 Esport in Kinanthropology
Faculty of Sports Studiesautumn 2025
- Extent and Intensity
- 1/0/0. 3 credit(s). Type of Completion: zk (examination).
In-person direct teaching - Teacher(s)
- Mgr. Martin Sebera, Ph.D. (lecturer)
- Guaranteed by
- Mgr. Martin Sebera, Ph.D.
Department of Physical Activities and Health Sciences – Faculty of Sports Studies
Contact Person: Mgr. František Hurt
Supplier department: Department of Physical Activities and Health Sciences – Faculty of Sports Studies - Timetable
- Tue 11:00–11:50 C15/207, except Mon 27. 10. to Fri 31. 10.
- Prerequisites
- BOZP_OK(bozp_po_stud_fsps)
The subject "eSport" deals with electronic sports, which is a specific and growing sector in the field of sports and entertainment
Basic Computer Skills: Students are assumed to have basic computer and gaming skills as eSports often involve video games. - Course Enrolment Limitations
- The course is offered to students of any study field.
The capacity limit for the course is 25 student(s).
Current registration and enrolment status: enrolled: 12/25, only registered: 0/25, only registered with preference (fields directly associated with the programme): 0/25 - Abstract
- Understanding eSports Culture: Students should understand the history of eSports, its development and importance on a global scale.
Knowledge of eSports games and disciplines: The goal is for students to be familiar with various eSports games, their rules and specifics.
Development of gaming skills: Students should have the opportunity to develop their gaming skills in various eSports games.
Research and Analysis of eSports Teams and Players: Students should be able to conduct research on eSports teams, players and strategies.
Managerial and organizational aspects of eSports: The aim is to introduce students to skills and knowledge related to managing eSports teams, organizing tournaments and events.
Player Health and Lifestyle: Students should understand the impact of eSports on player health and be familiar with healthy lifestyle recommendations.
Ethical and legal aspects of eSports: The aim is to introduce students to ethical and legal issues related to eSports, including fair play, copyright and doping rules.
Development of communication skills: Students should be able to effectively communicate and present their ideas and analysis regarding eSports.
Physical activity and nutrition: Students should understand the importance of physical activity and a balanced diet for eSports players.
Analysis of the economic aspects of eSports: The aim is to introduce students to the economic factors associated with eSports, including sponsorship, marketing and business.
Development of critical thinking: Students should be able to critically examine various aspects of eSports and make independent evaluations. - Learning outcomes
- After completing the course, the student will be able to:
Knowledge of eSports culture and history: Students will be able to describe the development of eSports, its history and key milestones.
Understanding of different eSports games: Students will know and understand different eSports games, including their rules, game strategies and tactics.
eSports Analytical Skills: Students will be able to analyze eSports games, team strategies and player performances.
Temporary eSports Skills: Students will have the opportunity to develop their gaming skills within selected eSports games.
Knowledge of managerial and organizational aspects of eSports: Students will be able to describe and apply managerial skills and organizational concepts in the context of eSports teams and events.
Healthy lifestyle and nutrition in eSports: Students will understand the importance of a healthy lifestyle, physical activity and balanced nutrition for eSports players.
Ethical and legal aspects of eSports: Students will be able to identify ethical problems and legal issues related to eSports and propose appropriate solutions. - Key topics
- Week 1-2: Introduction to eSports. History of eSports and its development. The importance of eSports in today's world. Various eSports games and disciplines
- Week 3-4: Games and Rules. Basic rules of selected eSports games. Game strategy and tactics. Development of gaming skills
- Week 5-6: Organization and management aspects. Managerial skills in eSports. Organization of eSports teams and tournaments. Marketing and sponsorship in eSports
- Week 7-8: Health and Lifestyle. Impact of eSports on players' health. The importance of physical activity and nutrition. Strategies for maintaining physical and mental health
- Week 9-10: Ethics and law. Ethical issues in eSports. Legal aspects of eSports competitions. Doping rules in eSport
- Week 11-12: Professional paths in eSports. Various career options in eSports. Coaching and game commentary. Analytics of eSports games and teams
- Approaches, practices, and methods used in teaching
- theory, gaming (exercise)
- Method of verifying learning outcomes and course completion requirements
- final group project
- Language of instruction
- English
- Further comments (probably available only in Czech)
- Study Materials
The course is taught each semester.
Information on course enrolment limitations: Předmět bude otevřen při zapsání 8 a více studentů. - Teacher's information
- Reference list:
- Giakoni-Ramírez, F., Merellano-Navarro, E., & Duclos-Bastías, D. (2022). Professional esports players: motivation and physical activity levels. International Journal of Environmental Research and Public Health, 19(4), 2256. https://doi.org/10.3390/ijerph19042256
- Hamari, J. and Sjöblom, M. (2017). What is esports and why do people watch it?. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.2686182
- Heidenreich, H., Brandt, C., Dickson, G., & Kurscheidt, M. (2022). Esports associations and the pursuit of legitimacy: evidence from germany. Frontiers in Sports and Active Living, 4. https://doi.org/10.3389/fspor.2022.869151
- Hodge, V., Devlin, S., Sephton, N., Block, F., Cowling, P., & Drachen, A. (2021). Win prediction in multiplayer esports: live professional match prediction. Ieee Transactions on Games, 13(4), 368-379. https://doi.org/10.1109/tg.2019.2948469
- Karakaya, Y. and ÖZKAL, M. (2022). The sport of the digital world: e-sports. Anatolia Sport Research, 3(3), 1-8. https://doi.org/10.29228/anatoliasr.26
- Kunz, R., Roth, A., & Santomier, J. (2021). A perspective on value co-creation processes in esports service ecosystems. Sport Business and Management an International Journal, 12(1), 29-53. https://doi.org/10.1108/sbm-03-2021-0039
- Leung, K., Wong, M., Ou, K., Chung, P., & Lau, K. (2021). Assessing esports participation intention: the development and psychometric properties of the theory of planned behavior-based esports intention questionnaire (tpb-esport-q). International Journal of Environmental Research and Public Health, 18(23), 12653. https://doi.org/10.3390/ijerph182312653
- Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: a systematic review. International Review of Sport and Exercise Psychology, 13(1), 319-352. https://doi.org/10.1080/1750984x.2020.1723122
- Peng, Q., Dickson, G., Scelles, N., Grix, J., & Brannagan, P. (2020). Esports governance: exploring stakeholder dynamics. Sustainability, 12(19), 8270. https://doi.org/10.3390/su12198270 SAYGI, T. (2023). Comparing the accuracy and reaction times of esports players and sport sciences students. Eurasian Research in Sport Science, Cilt: 8 Sayı: 2,(Cilt: 8 Sayı: 2,), 80-94. https://doi.org/10.29228/eriss.32
- Sweeney, K., Tuttle, M., & Berg, M. (2019). Esports gambling: market structure and biases. Games and Culture, 16(1), 65-91. https://doi.org/10.1177/1555412019872389
- Szot, M., Frączek, B., & Tyrała, F. (2022). Nutrition patterns of polish esports players. Nutrients, 15(1), 149. https://doi.org/10.3390/nu15010149
- Sáiz-Álvarez, J., Palma-Ruiz, J., Valles-Baca, H., & Fierro-Ramírez, L. (2021). Knowledge management in the esports industry: sustainability, continuity, and achievement of competitive results. Sustainability, 13(19), 10890. https://doi.org/10.3390/su131910890
- Tjønndal, A. (2020). “what's next? calling beer-drinking a sport?!”: virtual resistance to considering esport as sport. Sport Business and Management an International Journal, 11(1), 72-88. https://doi.org/10.1108/sbm-10-2019-0085
- Wilis, N. and Manik, L. (2022). The effect of visual appeal, social interaction, enjoyment, and competition on mobile esports acceptance by urban citizens. Interdisciplinary Journal of Information Knowledge and Management, 17, 601-624. https://doi.org/10.28945/5045
- Örsoğlu, T. (2023). Esports: digital games and its future from the traditional athletes’ and esports players’ perspectives. Simulation & Gaming, 54(5), 534-553. https://doi.org/10.1177/10468781231188668
- Enrolment Statistics (recent)
- Permalink: https://is.muni.cz/course/fsps/autumn2025/e075