Lectures:
History of Esports (beginnings, introduction to esports as a concept)
Esports Today (current state of esports, game studios, tournaments)
Economics of Esports (teams, money flow, advertising)
Esports and Everything Around It (streaming, doping, VR, the future)
Network Technologies Used in Esports (protocols, quality)
Network Requirements for Esports (streaming, multiplayer, cloud gaming/STADIA)
Computer Security in Esports and Significant Esports-Related Incidents
Guest Lecture on Esports, the Video Game Industry, and Human Behavior in Sports and Esports
PC Classroom Exercises:
Game titles (single/multiplayer, RPG, MMO, strategy, simulators, esports, etc.); forming groups, choosing a title, team strategy, role assignment, creating platforms for the team.
Team Play, tournament platform, admin interface.
Streaming, content creation, streaming equipment, software, broadcasting.
Comprehensive Team Training, streaming, media analysis, outreach and impact.
Simulation of Connection Speed and Its Impact on Streaming.
Data Communication Analysis in Esports.
Exercise on the Video Game Industry and Human Behavior in Sports and Esports.
Game Data Collection and Analysis.