History of Gaming and Technology
In this unit, students explore major shifts in the history of gaming, from arcade games and console worlds to 3D design, online and mobile games, indie games, and today’s gaming industry. Students play, observe, compare, and reflect on games from different eras while learning how changes in technology, player expectations, and game design shaped modern gaming careers.
Students will explore the financial realities of working and competing in the esports industry, with a focus on the challenges faced by players and professionals who are just starting their careers. Students will examine how income, sponsorships, expenses, and career growth can vary across different levels of esports and reflect on strategies for building a sustainable career in the industry.
Students will be able to analyze the financial challenges of beginning a career in esports and explain how income, expenses, sponsorships, and career growth can impact long-term success.
Gameplan: Industry 2 - Personal Income
Unless you are a billionaire, you will need to find a way to get money. That means, you won't always be able to spend all your time for pleasure, for example, playing video games. Well, there's a saying - find a job that you love and you won't work for a day in your life. As it turns out, combining a passion for video games and the need to make money is entirely possible! This lesson goes through such opportunities.
SWBAT: Students will be able to identify and describe different career opportunities within the esports industry.
SWBAT: Students will be able to explain how finances, branding, and teamwork contribute to success in esports and related careers.
The Social Dilemma - Worksheet
If absent from class see Mr. Weiss for a copy.
Students will watch The Social Dilemma to examine how social media, algorithms, and digital platforms are designed to influence user behavior and keep people engaged. Students will connect these concepts to the esports and gaming industry by considering topics such as gaming communities, streaming platforms, content creation, targeted advertising, online identity, screen time, and healthy technology use. The lesson encourages students to think critically about how technology affects them not only as gamers, but also as consumers and members of online communities.
Students will be able to: analyze how social media and digital platforms influence behavior and explain how these strategies relate to gaming, esports, online communities, and their own digital habits.
The Social Dilemma - Worksheet
If absent from class see Mr. Weiss for a copy.
Students will prepare for the esports course by setting up and verifying access to the digital platforms and gaming accounts used throughout the year. Students will log into the school gaming PCs, complete required two-factor authentication, create GWOOP and GamePlan accounts, and verify access to Microsoft, Steam, Epic Games, Riot Games, and Battle.net. Students will also become familiar with accessing assignments and class resources through Microsoft Teams.
Students will be able to independently access the school gaming PCs and successfully log into the digital platforms, gaming accounts, and class resources required to participate in esports coursework and activities.
Have, and be able to access the following accounts: Riot, Epic, Steam, Battle.net
Welcome back to school! Here is what you need to know about Esports
Students will be introduced to the requirements and content in the Esport classes and program at Old Bridge High School
Students will demonstrate effective on-camera presence and delivery while streaming.
Students will interact with viewers in real time using strategies to build engagement and foster a positive community.
Students will manage live chat using moderation techniques to maintain a respectful environment.
Students will showcase their understanding of stream planning, overlays, and technical tools in a cohesive final performance.
Have, and be able to access the following accounts: Riot, Epic, Steam, Battle.net