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.