Electronic sports projectLaajuus (6 cr)
Code: LT00DM46
Objective
Students work in small groups in practical electronic sports management tasks. The student is instructed to implement the project and she/he completes the actual project work. The goal is to gain experience in business development and practical implementation of electronic sports through project work.
Content
- electronic sports management
- marketing, sales, and sponsorship of electronic sports
- electronic sports event production
- analysis of project results
Qualifications
- no requirements
- eSport as a recommendation - Basics of electronic sports business: 5 credits, 1st-year studies in business administration or hobby of electronic sports
Assessment criteria, satisfactory (1)
Students need a lot of help in planning and implementing the project. The project team has difficulties with the final implementation and timing. The project is finished and the presentation is accepted.
Assessment criteria, good (3)
Planning and implementation are carried out accurately and on time. Students need help with the final implementation. The results are useful for the project. The presentation contains all the key questions related to the project.
Assessment criteria, excellent (5)
Planning and implementation are carried out precisely. The results are very useful for the project. The presentation is clear and comprehensive.
Enrollment
17.04.2023 - 01.12.2023
Timing
26.10.2023 - 31.05.2024
Credits
6 op
Teaching languages
- Finnish
Seats
5 - 20
Degree programmes
- Bachelor of Business Administration, Business Management
Teachers
- Kimmo Kulmala
Student groups
-
VVO
Objective
Students work in small groups in practical electronic sports management tasks. The student is instructed to implement the project and she/he completes the actual project work. The goal is to gain experience in business development and practical implementation of electronic sports through project work.
Content
- electronic sports management
- marketing, sales, and sponsorship of electronic sports
- electronic sports event production
- analysis of project results
Materials
Given by the lecturer
Teaching methods
Project work
Student workload
Project planning and implementation 100%
Evaluation scale
1-5
Assessment criteria, satisfactory (1)
Students need a lot of help in planning and implementing the project. The project team has difficulties with the final implementation and timing. The project is finished and the presentation is accepted.
Assessment criteria, good (3)
Planning and implementation are carried out accurately and on time. Students need help with the final implementation. The results are useful for the project. The presentation contains all the key questions related to the project.
Assessment criteria, excellent (5)
Planning and implementation are carried out precisely. The results are very useful for the project. The presentation is clear and comprehensive.
Assessment methods and criteria
Based on the evaluation scale
Assessment criteria, satisfactory (1)
Students does not participate the projects adequately.
Assessment criteria, good (3)
Students need a lot of help in planning and implementing the project. The project team has difficulties with the final implementation and timing. The project is finished and the presentation is accepted.
Assessment criteria, excellent (5)
Planning and implementation are carried out accurately and on time. Students need help with the final implementation. The results are useful for the project. The presentation contains all the key questions related to the project.
Assessment criteria, approved/failed
Planning and implementation are carried out precisely. The results are very useful for the project. The presentation is clear and comprehensive.
Qualifications
- no requirements
- eSport as a recommendation - Basics of electronic sports business: 5 credits, 1st-year studies in business administration or hobby of electronic sports