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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