Skip to main content

eSport - Basics of electronic sports business (5cr)

Code: LT00DM45-3001

General information


Enrollment
17.04.2023 - 25.09.2023
Registration for the implementation has ended.
Timing
14.09.2023 - 31.10.2023
Implementation has ended.
Number of ECTS credits allocated
5 cr
Local portion
0 cr
Virtual portion
5 cr
Mode of delivery
Distance learning
Campus
SeAMK Seinäjoki, Frami
Teaching languages
Finnish
Seats
10 - 40
Degree programmes
Bachelor of Business Administration, Business Management
Teachers
Kimmo Kulmala
Course
LT00DM45

Evaluation scale

1-5

Objective

The student understands the key players in the electronic sports business, business models, and the unique features of its management. The student learns the history of the industry, stakeholders, and legalities of the business ecosystem. The student understands electronic sports' business opportunities and growth and the current situation. The student gets to know the operating models of electronic sports and their differences from the models of traditional sports. The student develops his skills to evaluate and analyze the business opportunities of electronic sports and their risks. The student understands different forms of electronic sports content, such as competitions, streaming, and the use of social media.

Content

- History and development of electronic sports business
- Electronic sports business models and their differences from traditional sports models
- Electronic sports competition systems and tournaments
- Electronic sports streaming and fan culture
- Electronic sports management

Materials

Digital material given by the lecturer

Teaching methods

Lessons, assignments, final report

Student workload

Lessons and seminar 24h
Independent work 57h

Assessment criteria, satisfactory (1)

Participation in lectures and discussions. Completing tasks and exercises. Management of information related to electronic sports. Participation in teamwork.

Assessment criteria, good (3)

Active participation in lectures and discussions. Completing tasks and exercises with high quality. Good management and application of knowledge related to electronic sports. Demonstrating good teamwork and cooperation skills.

Assessment criteria, excellent (5)

Sharing your own expertise in lectures and discussions. Completing tasks and exercises with quality and innovation. Excellent management and application of eSports-related knowledge. Demonstrating excellent teamwork and cooperation skills.

Go back to top of page