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Esport, Basic Principles and Methods

Type of study Bachelor
Language of instruction English
Code 460-2073/02
Abbreviation ESPORT
Course title Esport, Basic Principles and Methods
Credits 4
Coordinating department Department of Computer Science
Course coordinator prof. Ing. Ivan Zelinka, Ph.D.

Osnova předmětu

Lectures:
1. History of Esport (beginnings, introduction to Esport as such)
2. Esport today (current status of Esport, game studios, tournaments)
3. Economy of things (teams, money movement, advertising)
4. Esport and everything around it (stream, doping, VR, future)
5. Network technologies used in Esport (protocols, quality)
6. Network requirements for Esport (stream, multiplayer, STADIA)
7. Computer security in Esport and major incidents associated with Esport
8. Internet user identity, personal data protection, password and keylogger issues, electronic licenses, their administration and payments in the Internet environment
9. Denial of service attacks (DOS, DDOS)
10. Detection of cheats and programs enhancing athletes performance, Pay for play services, booster services, farming and sale of funds
11. The role of AI in Esport, basic algorithms and principles.
12. AI algorithms
13. AI Bot, structure, functionality and creation
14. AI possibilities in games, examples and demonstrations

Exercise on computer classroom:
1. Game titles, single / multi player, RPG, MMO, strategy, simulators, Esport, etc.), division into group title selection, team creation strategy, role setting, team platforms.
2. Team play, tournament platform, admin part.
3. Stream, content, technology for stream, software, broadcasting.
4. Integral team training, streaming, media analysis, reach.
5. Simulation of line speed and effect on stream
6. Analysis of data communication in Esport
7. Infection vectors and possible prevention. Sample on prepared examples
8. User identity and password issues. Keylogger creation and testing
9. Spy malware and collecting sensitive data through a scripting framework
10. Denial of service (DOS) attacks, disruption of training for athletes
11. Basic evolutionary principles and algorithms, machine learning methods
12. Neural networks - use in gaming issues
13. Using AI in games, playing a prepared game, collecting data
14. Collection and analysis of game data

E-learning

Povinná literatura

Reitman, Jason & Anderson-Coto, Maria & Wu, Minerva & Lee, Je Seok & Steinkuehler, Constance. (2019). Esports Research: A Literature Review. Games and Culture. 155541201984089. 10.1177/1555412019840892.

Rosell Llorens, M., 2017. eSport gaming: the rise of a new sports practice. Sport, Ethics and Philosophy, 11(4), pp.464-476.

Li, R., 2017. Good luck have fun: The rise of eSports. Simon and Schuster.

BULLOCK, Jessey a Jeff T. PARKER. Wireshark for security professionals: using Wireshark and the Metasploit framework. Indianapolis, Indiana: Wiley, [2017]. ISBN 978-1-118-91821-0 . Kap. 1-4.

MÖLLER, Sebastian a Alexander RAAKE. Quality of experience: advanced concepts, applications and methods. Cham: Springer, [2014]. ISBN 978-3319026800 .

Reitman, Jason & Anderson-Coto, Maria & Wu, Minerva & Lee, Je Seok & Steinkuehler, Constance. (2019). Esports Research: A Literature Review. Games and Culture. 155541201984089. 10.1177/1555412019840892.

Funk, D., Pizzo, A.D., Baker, B.J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13. https://doi.org/10.1016/j.smr.2017.07.008

Freeman, Guo & Wohn, Donghee. (2017). Understanding eSports Team Formation and Coordination. Computer Supported Cooperative Work (CSCW). 10.1007/s10606-017-9299-4.

Yan, J., 2018, March. How Does Match-Fixing Inform Computer Game Security?. In Cambridge International Workshop on Security Protocols (pp. 166-170). Springer, Cham.

McDonald, B.D. and Maymin, P.Z., 2019. System and Method for Using Artificial Intelligence to Create Live, Mobile, Betting System Offering Time-Sensitive, Curated and Player-Restricted Bets on Sub-Outcomes of Sports and Esport Events. U.S. Patent Application 16/440,382.

Jenny, S.E., Manning, R.D., Keiper, M.C. and Olrich, T.W., 2017. Virtual (ly) athletes: where eSports fit within the definition of “Sport”. Quest, 69(1), pp.1-18.

Raessens, J. and Goldstein, J., 2011. Handbook of computer game studies. The MIT Press.

Hingston, P., 2009. A Turing test for computer game bots. IEEE Transactions on Computational Intelligence and AI in Games, 1(3), pp.169-186.

Soboleva, E.V. and Shalaginova, N.V., 2019, December. Simulation of artificial intelligence in a computer game. In Journal of Physics: Conference Series (Vol. 1399, No. 3, p. 033050). IOP Publishing.

Doporučená literatura

Skubida, D., 2016. Can some computer games be a sport?: Issues with legitimization of eSport as a sporting activity. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 8(4), pp.38-52.

Denning, T., Lerner, A., Shostack, A. and Kohno, T., 2013, November. Control-Alt-Hack: the design and evaluation of a card game for computer security awareness and education. In Proceedings of the 2013 ACM SIGSAC conference on Computer & communications security (pp. 915-928).

Westera, W., Prada, R., Mascarenhas, S., Santos, P.A., Dias, J., Guimarães, M., Georgiadis, K., Nyamsuren, E., Bahreini, K., Yumak, Z. and Christyowidiasmoro, C., 2020. Artificial intelligence moving serious gaming: Presenting reusable game AI components. Education and Information Technologies, 25(1), pp.351-380.