Research Plan

Research Plan – Tutorial Esports Module

 

History

 

The very first recorded Esports event, or competitive gaming competition was in a game called Space Wars at Stamford College in the year of 1972. Some time later the most notable tournament was for the retro classic Space Invaders, for the Space Invaders Championship in the 1980s. It was not too long after that event where organizations were formed to record high score counts on arcade cabinet leaderboards where the most dedicated would have their names imprinted in publications. And much later the advent of the internet introduced competitive play with your neighbor next door in games like Quake through Local-Area connection or “LAN” for short. In most of these competitive gaming scenes it was obvious that the skill necessary to compete at a high level was not only in talent or execution but in-game analysis, community inclusion, and time investment.   

 

Current State

 

In today’s modern gaming atmosphere esports competitions are something that draws hundreds of thousands in viewership on a multitude of streaming platforms such as youtube and twitch.tv. As of noted this year there are approximately 320 million fans of competitive gaming functions, and it is steadily climbing to become almost as relevant on a global stage as any other legacy sport like football, baseball, and basketball. The question of whether or not gaming has a prominent future on the horizon is not a question but a patient guarantee. As time goes on gaming as a phenomenon will without a doubt slowly expand into places once unforeseen much like it has in South Korea, which is noted as being the modern technological epicenter of gaming competition.

 

Noteworthy Brief

 

  • As gaming as a competitive sport rises up the incline more and more players are going to show an interest in competing.
  • Gaming has proven to be extremely accessible avenue for people to play and openly compete in with little physical necessity.
  • Established sports like Basketball or Hockey have school teams that provide a resource of professional coaching and development that gaming does not.
  • The goal of providing quality accessible developmental methods for newer players without making professional connections is lackluster.
  • How do we exactly create an interactive experience that improves in-game decision making outside of simply execution?

 

Information Acquisition

 

  • What online tools are available for me to create an interactive experience? (ie. Adobe Captivate)
  • What game should I focus on?
  • What professional resources I should seek in order create informative modules?
  • In what different ways can you convey information for a plethora of different learners? 

Conceptual Intrigue:

 

AimBooster – http://www.aimbooster.com/

 

A website dedicated to improving finger point accuracy in first-person shooters using your mouse.

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