Eskisehir Technical University Info Package Eskisehir Technical University Info Package
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About the Program Educational Objectives Key Learning Outcomes Course Structure Diagram with Credits Field Qualifications Matrix of Course& Program Qualifications Matrix of Program Outcomes&Field Qualifications
  • Faculty of Sport Sciences
  • Department of Sports Management
  • Course Structure Diagram with Credits
  • New Medıa Technologıes and E-Sport
  • Learning Outcomes
  • Description
  • Learning Outcomes
  • Course's Contribution to Prog.
  • Learning Outcomes & Program Qualifications
  • ECTS Credit Load

  • Define the concept of New Media
  • Will be able to explain the concept of new media with its basic characteristics.
  • Will be able to explain the emergence of new media in the context of technological, social, and cultural developments.
  • Will be able to distinguish new media tools from traditional communication tools.
  • Be able to be knowledgeable about the main features of the New Media
  • Will be able to explain the basic characteristics of new media, such as digitality, interactivity, and multimedia structure.
  • Will be able to define users’ processes of content production, sharing, and interaction in new media environments.
  • Will be able to explain the effects of new media on access to information, forms of communication, and social participation.
  • Comprehend the Differences Between Traditional Media and New Media
  • Will be able to compare traditional media and new media in terms of production, distribution, and consumption processes.
  • Will be able to explain the differences between the one-way communication structure of traditional media and the interactive structure of new media.
  • Will be able to evaluate how new media differs from traditional media in terms of time, space, access, and user participation.
  • Comprehend within the context of main features of the new media digitality, interactivity, multimedia, user-derived content production, hypertextuality, virtuality, demassification.
  • Will be able to explain the concepts of digitality, interactivity, hypertextuality, and virtuality in the context of new media.
  • Will be able to explain the function of multimedia form and user-generated content in new media environments.
  • Will be able to evaluate the effects of demassification on the production, distribution, and consumption of media content.
  • Comprehend the relationship of the new media and sport
  • Will be able to explain the effects of new media technologies on sports communication, sports journalism, and fan interaction.
  • Will be able to evaluate how sports clubs, athletes, and sports organizations use new media platforms.
  • Will be able to explain the role of new media in sports marketing, sponsorship, brand communication, and digital fandom processes.
  • Explain the Concept of e-Sport and Its Components
  • Will be able to define the concept of e-sports in the context of competitive digital games, players, teams, and audiences.
  • Will be able to explain the elements of the e-sports ecosystem, including players, teams, coaches, broadcasters, sponsors, organizers, and audiences.
  • Will be able to evaluate the relationship of e-sports with sport, media, technology, and entertainment industries.
  • Get the knowledge of e-Sports game types, and national and international e-Sports organizations
  • Will be able to explain the basic structure, functioning, and competition formats of national and international e-sports tournaments.
  • Will be able to evaluate the functioning of leagues, tournaments, teams, players, and broadcasting processes in e-sports organizations.
  • Get the knowledge of the e-Sport organizations and management both Turkey and World
  • Will be able to explain the institutional development and organizational structure of e-sports in Türkiye and around the world.
  • Will be able to explain management, sponsorship, broadcasting rights, event planning, and stakeholder relations processes in e-sports organizations.

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  • PhD / Proficiency in Art
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