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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.