E-sport Curriculum Literature Study and Game Industry Development

  • Harya Bima Dirgantara Institut Teknologi dan Bisnis Kalbis
  • Tedi Lesmana Marselino Institut Teknologi dan Bisnis Kalbis
  • Yulia Ery Kurniawati Institut Teknologi dan Bisnis Kalbis


The rapid development of the game industry has made games a part of today's life. Games that were used only as entertainment have penetrated into the field of sports, which is called e-sport. E-sport has also begun to develop in Indonesia, as evidenced by the presence of several e-sport teams and professional competitions in Indonesia. In this proposal, the development of an e-sport curriculum is proposed. The goal is for an organization/industry body/school that views e-sports as a new sports culture and is ready to support and whenever possible participate in developing prospective e-sport athletes to be more skilled, focused, and disciplined, as well as sportive. Training and development are systematically designed so that prospective e-sport athletes can obtain the right learning outcomes. The result of this program is the design of an e-sport curriculum that can educate people to become e-sport athletes who are disciplined, agile, responsible, trained, and purposeful.


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