University & Program

Shu-Te University

電競產業管理學士學位學程Bachelor program of E-Sport Industry Management


Program Level
Bachelor
Language of instruction
Taught in Chinese
Admission
Fall / Spring

E-Sports related activities and participation at home and abroad are increasing day by day. More than 40 countries have listed e-sports as a formal sports event. South Korea and the mainland regard e-sports as a part of industrial development. According to the NewZoo report, the global game production value reached US$91.5 billion in 2015 and will reach US$113.5 billion in 2018. E-sports games have been regarded as the star industry of the new generation in the world. The related industries cover game agents, recording, art design and exclusive equipment. And the broadcast platform, etc., the relevant talents need to be cultivated. Based on this, the school will set up a new "E-sports Industry Management" degree program in 107 years, recruiting high-level design, business management and power-related groups, and integrating four major areas of expertise in the field of e-sports industry: Network hardware platform, game content production, event content production, digital marketing and communication, providing complete technical talents in the industry.

In addition to conducting e-sports practice, the course is also in line with the e-sports industry and related game companies, and invites international e-sports players to conduct intensive lectures and teaching. Connect the video game industry through mandatory courses to allow students to plan their direction early. The core compulsory courses are "E-sports Practice" from the first to the third year. They are divided into "Preliminary, Intermediate and Advanced" as the core training courses for e-sports players. Compulsory courses also include the operation of electric competitions, the observation of international organizations and competitions, the formation of referees and coaches, and the development of e-sports organizations. The electives are divided into three categories: "Game Industry Design and Game Testing Analysis", "Information Management and Multimedia Applications", "Event Curation and Media Marketing Planning". In the last semester, students will be placed in the industry for at least half a year of internships under the "Industry Practice Internship" course.

國內外電子競技e-Sports相關活動及參與人數與日俱增,目前已有四十多國將電競列為正式運動項目,其中韓國和大陸更將電競視為產業發展的一環。根據NewZoo報告,2015年全球遊戲產值達915億美元,2018年將達1,135億美元,電競遊戲已被視為全球新世代的明星產業,關聯產業涵蓋遊戲代理、配錄音、美術設計、專屬配備及轉播平臺等,相關人才極需培育養成。植基於此,本校將於107年新設「電競產業管理」學位學程,招收高職設計類與商管類及資電類群相關科別學生,針對電競產業跨領域整合四大專業領域:網路硬體平台類、遊戲內容製作、賽事內容製作、數位行銷與傳播類,提供業界完整相關之技術人才。

本學程於除了進行電競實務操作,同時與電競產業、相關遊戲公司聯盟,並廣邀國際電競選手進行密集講座、教學。透過必選修課連結電玩產業,讓學生及早規劃方向。核心必修課程為大一到大三「電子競賽實務」,共分為「初階、中階、高階」,作為電競選手的核心訓練課程。必修課程也包含電競賽事的操作、國際組織與競賽觀摩、裁判與教練的養成、以及連結電競組織發展現況。在選修課分為三大類:「遊戲產業設計與遊戲測試分析」、「資訊管理與多媒體應用」、「活動策展與媒體行銷規劃」。最後一學期將以「業界實務實習」課程安排學生赴業界進行至少半年的實習。

Websitehttp://www.esim.stu.edu.tw/

Contact information


Office of International Affairs
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