In this experiential, hands-on course, students will learn about esports casting and streaming by providing casting and streaming support to regional esports events. Students will holistically critique esports broadcast and production practices of themselves and others in terms of their component parts, namely audio, video, scripting, and editing. Using this information, they will implement a variety of technology set-ups for casting and streaming in the field. Group 2 course.
Course Learning Outcomes Knowledge:
- critique Esports broadcast and production practices holistically and in terms of their component parts, namely: audio, video, scripting, and editing.
- apply current terminology when conveying ideas and intentions related to k-12, collegiate, and professional Esports casting and streaming.
- implement a variety of technology set ups needed for casting and streaming as appropriate to self- and instructor-selected physical space and intended audience.
- demonstrate entry-level competency of Esports casting and streaming in the field and studio, using professional-level equipment and non-linear editing systems in profit and/or non-profit settings.
Caring - Civic Learning:
- assessed through a portfolio including at minimum a combination of artifacts reflective of industry practice analysis, planning documentation, event stakeholder surveys, and final reflection piece.
Learning How to Learn:
- explore the impact of streaming culture (i.e. chat bias and toxicity, follow counts.)
- Develop a learning plan to build on the portfolio through feedback and reflection.