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Approaching Competition

As we prepare ourselves to journey into the world of organized competition, it's important that we understand what the expectations for our behavior are. Here, you'll find a handy guide to help navigate the choppy seas of competitive etiquette to arrive at the isles of gameday. Welcome to how to be a good competitor 101.

Read the Rulebook

Brainstorming

This step seems like it should be a no-brainer, but you would be surprised how many competitors show up to the first match of the competition completely oblivious to an important rule, leaving confusion and delays in their wake. Every competition you enter should have some form of rulebook or ruleset which they use to officiate the competition. Not only do they include information on penalty actions to avoid, but you'll also find useful information on match-day procedures, player substitution, match rescheduling, playoff seeding, and much more.

This raises the question then: who should be the one to read the rulebook? Ideally every player and staff member has the rulebook fully read and understood. But realistically, not everyone will have time. We suggest that the person who is the primary point of contact with the event organizer has the rulebook read cover to cover. This is typically your coach, manager, or captain.

We promise any headaches that arise while reading potentially wordy rulebooks will be nothing in comparison to the match-day confusion of not understanding the ruleset. Additionally, have the players read over any rules specific to in-game behavior. By remaining informed competitors, you not only remove the hassle of asking busy event officials to clarify rulings, but you better prepare your team for the environment of the competition.

Game Narrative: a spoken or written account of some connected events; a game’s story

Narrative Theme: defines what the narrative will be about and influences every element of the story

Word Association: a game that involves listing out associated words; this game can be done as a creative tool to generate unique ideas

Narrative Progression: defines how the player will interact with the story and how much influence they will have

Linear Narrative: a narrative type where events are presented in a chronological order with little to no influence from the player

String of Pearl Narrative: a narrative type where the player is given the freedom to complete some actions outside the main story objective but the results of these actions do not impact the progression of the main narrative

Branching Narrative: a complicated narrative type where individual player actions, or inactions, can result in a unique story and possibly distictive game endings

Flowchart: a visual diagram that depicts a player’s actions possible actions and the result of those actions

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