eSport ManagementLaajuus (5 cr)
Code: IB00CX94
Objective
Students understand the eSport business models and know how to manage eSport teams. The students learn to apply strategic management tools to eSport environment.
Content
- History of eSport
- Current eSport Markets in the world and in Finland
- Major games and teams
- The differences and similarities between business, sport and eSport management
Qualifications
Sport Business and Law: 5 ECTS or equivalent
Assessment criteria, satisfactory (1)
The student has participated actively in the course. Student has shown in the course ability to comprehend the basic concepts of the course: Student has been able to use the basic concepts of the course in the assignments.
Assessment criteria, good (3)
The student has carried out work very well and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop solutions in the assignments of the course.
Assessment criteria, excellent (5)
The student has carried out work to an excellent standard and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop creative solutions in the assignment of the course.
Enrollment
22.04.2024 - 08.09.2024
Timing
02.09.2024 - 05.12.2024
Credits
5 op
Virtual proportion (cr)
5 op
Teaching languages
- English
Degree programmes
- Bachelor of Business Administration, International Business
Teachers
- Kimmo Kulmala
Scheduling groups
- Avoin AMK (Ei koske tutkinto-opiskelijaa (Size: 50. Open UAS: 50.)
Student groups
-
IB23BBachelor of Business Administration, International Business
-
IB22B
-
IB23ABachelor of Business Administration, International Business
-
IGWIB24FGateway to International Business
-
IB22A
Education groups
- Open UAS (Doesn't apply to degree student)
Objective
Students understand the eSport business models and know how to manage eSport teams. The students learn to apply strategic management tools to eSport environment.
Content
- History of eSport
- Current eSport Markets in the world and in Finland
- Major games and teams
- The differences and similarities between business, sport and eSport management
Materials
Scholz, Tobias M. (2019): eSports is Business -Management in the World of Competitive Gaming
Articles and other material given by the lecturer.
Teaching methods
Independent online learning
Student workload
Self-study 135h
Evaluation scale
1-5
Assessment criteria, satisfactory (1)
The student has participated actively in the course. Student has shown in the course ability to comprehend the basic concepts of the course: Student has been able to use the basic concepts of the course in the assignments.
Assessment criteria, good (3)
The student has carried out work very well and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop solutions in the assignments of the course.
Assessment criteria, excellent (5)
The student has carried out work to an excellent standard and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop creative solutions in the assignment of the course.
Assessment methods and criteria
Exams
Assessment criteria, good (3)
The student has participated actively in the course. Student has shown in the course ability to comprehend the basic concepts of the course: Student has been able to use the basic concepts of the course in the assignments.
Assessment criteria, excellent (5)
The student has carried out work very well and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop solutions in the assignments of the course.
Assessment criteria, approved/failed
The student has carried out work to an excellent standard and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop creative solutions in the assignment of the course.
Qualifications
Sport Business and Law: 5 ECTS or equivalent
Enrollment
17.04.2023 - 11.01.2024
Timing
22.01.2024 - 17.04.2024
Credits
5 op
Teaching languages
- English
Seats
10 - 50
Degree programmes
- Bachelor of Business Administration, International Business
Teachers
- Kimmo Kulmala
Student groups
-
IGWIB24SGateway to International Business
-
IB21
-
IB22B
-
IB22A
Objective
Students understand the eSport business models and know how to manage eSport teams. The students learn to apply strategic management tools to eSport environment.
Content
- History of eSport
- Current eSport Markets in the world and in Finland
- Major games and teams
- The differences and similarities between business, sport and eSport management
Materials
Scholz, Tobias M. (2019): eSports is Business -Management in the World of Competitive Gaming
Articles and other material given by the lecturer.
Teaching methods
Contact learning, independent and group assignments, exam, practice work
Student workload
Lectures 30h
Assignments and self-study 105h
Evaluation scale
1-5
Assessment criteria, satisfactory (1)
The student has participated actively in the course. Student has shown in the course ability to comprehend the basic concepts of the course: Student has been able to use the basic concepts of the course in the assignments.
Assessment criteria, good (3)
The student has carried out work very well and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop solutions in the assignments of the course.
Assessment criteria, excellent (5)
The student has carried out work to an excellent standard and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop creative solutions in the assignment of the course.
Assessment methods and criteria
Active participation
Assignments
Course work
Exam
Assessment criteria, good (3)
The student has participated actively in the course. Student has shown in the course ability to comprehend the basic concepts of the course: Student has been able to use the basic concepts of the course in the assignments.
Assessment criteria, excellent (5)
The student has carried out work very well and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop solutions in the assignments of the course.
Assessment criteria, approved/failed
The student has carried out work to an excellent standard and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop creative solutions in the assignment of the course.
Qualifications
Sport Business and Law: 5 ECTS or equivalent
Enrollment
01.09.2022 - 16.12.2022
Timing
16.01.2023 - 16.02.2023
Credits
5 op
Teaching languages
- English
Degree programmes
- Bachelor of Business Administration, International Business
Teachers
- Kimmo Kulmala
Student groups
-
IB20
-
IBDDS
-
IB21
-
IGWIB23SGateway to International Business
Objective
Students understand the eSport business models and know how to manage eSport teams. The students learn to apply strategic management tools to eSport environment.
Content
- History of eSport
- Current eSport Markets in the world and in Finland
- Major games and teams
- The differences and similarities between business, sport and eSport management
Teaching methods
Contact learning, independent and group assignments, possible exam, practice work
Student workload
150 hours
Evaluation scale
1-5
Assessment criteria, satisfactory (1)
The student has participated actively in the course. Student has shown in the course ability to comprehend the basic concepts of the course: Student has been able to use the basic concepts of the course in the assignments.
Assessment criteria, good (3)
The student has carried out work very well and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop solutions in the assignments of the course.
Assessment criteria, excellent (5)
The student has carried out work to an excellent standard and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop creative solutions in the assignment of the course.
Assessment methods and criteria
Active participation
Assignments
Course work
Assessment criteria, good (3)
The student has participated actively in the course. Student has shown in the course ability to comprehend the basic concepts of the course: Student has been able to use the basic concepts of the course in the assignments.
Assessment criteria, excellent (5)
The student has carried out work very well and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop solutions in the assignments of the course.
Assessment criteria, approved/failed
The student has carried out work to an excellent standard and participated actively and constructively. Student has shown in the course ability to comprehend the concepts of the course and apply the concepts in practical business cases: Student has been able to develop creative solutions in the assignment of the course.
Qualifications
Sport Business and Law: 5 ECTS or equivalent