The History of Computer Games from Past to Present
The Nature of Competition: Traditional Event to Computer Games, Competitive vs Cooperative Aspects, The Rise of E-Sports
Current State of E-Sports and Career Paths
ESport Specifics: Genres, Meta-game, Accessibility, Competition, Coaching, Casting, Trends from Past to Present
Architectures of Competitive Games: Single Player, Hot Seat, LAN Games, Network Games: Peer to Peer Model, Centralized Model, Hybrid Model, Internet Extensions, MMOG
Workshop in Setting up Infrastructure for E-Sports
Security Considerations, Cheating in Computer Games, Cheat Detection and Prevention, Unethical Conduct
Games used in case study range from a wide range of genres from Classic games (e.g. Pong, Asteriods, Pacman), VS fighting games (e.g. Street Fighter 2), FPS (e.g. Unreal Tournament), RTS (e.g. Starcraft), MOBA (e.g. DOTA)