eSport - Basics of electronic sports business (5 cr)
Code: LT00DM45-3001
General information
Enrollment
17.04.2023 - 25.09.2023
Timing
14.09.2023 - 31.10.2023
Credits
5 op
Virtual proportion (cr)
5 op
Teaching languages
- Finnish
Seats
10 - 40
Degree programmes
- Bachelor of Business Administration, Business Management
Teachers
- Kimmo Kulmala
Student groups
-
VVO
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
Evaluation scale
1-5
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.
Assessment methods and criteria
Assignments, reports and presentations
Assessment criteria, satisfactory (1)
Participation in lectures and discussions is inadequate. Student has not completed tasks and exercises. Student doesn't manage of information related to electronic sports. Student has not participated in teamwork.
Assessment criteria, good (3)
Participation in lectures and discussions. Completing tasks and exercises. Management of information related to electronic sports. Participation in teamwork.
Assessment criteria, excellent (5)
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, approved/failed
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.