Basics of Esports LandscapeLaajuus (5 cr)
Code: LB00BK46
Credits
5 op
Objective
Understanding esports in general as an environment. What is esports beyond just playing video games. Understanding social practices of esports. Understading esports as a part of experience economy. Understading how esports fits into the definition of sports.Understading different aspects of esports athletes and their career.
Content
General definitions
History of esports
Social practices of esports
Esports viewership
Landscape overview
Esports as an experience
Esports and sports
Esports athletes and career
Assessment criteria, excellent (5)
Student perfectly understands the basic elements of esports. The student is able to explain the history and draw conclusion on how it has affected esports during its existence. Student understands the importance of stakeholders and their business models and earning logic. Student also understand the cooperation between stakeholders in esports field. The student is able to define esports and explain the reasons behind the phenomenon.
Assessment criteria, good (3)
Student understands the links and roles between different stakeholders. The student understands the history and is able to explain the development of esports into its current state. Student will be able to define esports and explain why it is regarded as a sport.
Assessment criteria, satisfactory (1)
Student understands what is esports and why it is important. Student can explain the history. Student understand the business landscape and how it works in practice. Student knows the history of esports and understand the idea behind the development.
Enrollment
02.07.2025 - 31.07.2025
Timing
01.08.2025 - 31.12.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Business
Teaching languages
- Finnish
Degree programmes
- Bachelor's Degree in Esports Business
Teachers
- Janus Pitkänen
Groups
-
LBE25SLBE25S
Objective
Understanding esports in general as an environment. What is esports beyond just playing video games. Understanding social practices of esports. Understading esports as a part of experience economy. Understading how esports fits into the definition of sports.Understading different aspects of esports athletes and their career.
Content
General definitions
History of esports
Social practices of esports
Esports viewership
Landscape overview
Esports as an experience
Esports and sports
Esports athletes and career
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student perfectly understands the basic elements of esports. The student is able to explain the history and draw conclusion on how it has affected esports during its existence. Student understands the importance of stakeholders and their business models and earning logic. Student also understand the cooperation between stakeholders in esports field. The student is able to define esports and explain the reasons behind the phenomenon.
Assessment criteria, good (3)
Student understands the links and roles between different stakeholders. The student understands the history and is able to explain the development of esports into its current state. Student will be able to define esports and explain why it is regarded as a sport.
Assessment criteria, satisfactory (1)
Student understands what is esports and why it is important. Student can explain the history. Student understand the business landscape and how it works in practice. Student knows the history of esports and understand the idea behind the development.
Prerequisites
No prior knowledge required
Enrollment
19.08.2024 - 22.09.2024
Timing
01.08.2024 - 31.12.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Business
Teaching languages
- Finnish
Degree programmes
- Bachelor's Degree in Esports Business
Teachers
- Janus Pitkänen
Groups
-
LBE24SLBE24S
Objective
Understanding esports in general as an environment. What is esports beyond just playing video games. Understanding social practices of esports. Understading esports as a part of experience economy. Understading how esports fits into the definition of sports.Understading different aspects of esports athletes and their career.
Content
General definitions
History of esports
Social practices of esports
Esports viewership
Landscape overview
Esports as an experience
Esports and sports
Esports athletes and career
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student perfectly understands the basic elements of esports. The student is able to explain the history and draw conclusion on how it has affected esports during its existence. Student understands the importance of stakeholders and their business models and earning logic. Student also understand the cooperation between stakeholders in esports field. The student is able to define esports and explain the reasons behind the phenomenon.
Assessment criteria, good (3)
Student understands the links and roles between different stakeholders. The student understands the history and is able to explain the development of esports into its current state. Student will be able to define esports and explain why it is regarded as a sport.
Assessment criteria, satisfactory (1)
Student understands what is esports and why it is important. Student can explain the history. Student understand the business landscape and how it works in practice. Student knows the history of esports and understand the idea behind the development.
Prerequisites
No prior knowledge required
Enrollment
01.08.2023 - 30.09.2023
Timing
01.08.2023 - 31.12.2023
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Business
Teaching languages
- Finnish
Degree programmes
- Bachelor's Degree in Esports Business
Teachers
- Janus Pitkänen
Groups
-
LBE23SLBE23S
Objective
Understanding esports in general as an environment. What is esports beyond just playing video games. Understanding social practices of esports. Understading esports as a part of experience economy. Understading how esports fits into the definition of sports.Understading different aspects of esports athletes and their career.
Content
General definitions
History of esports
Social practices of esports
Esports viewership
Landscape overview
Esports as an experience
Esports and sports
Esports athletes and career
Location and time
Lectures according to timetables provided for students by KAMK.
Materials
Materials from DevMoodle. Esports related literature suggested as supplementary reading.
Teaching methods
Contact teaching with lectures and assignments to be done in class.
Employer connections
Visiting lecturers for further insight in esports industry.
Exam schedules
Exam date found in DevMoodle. Exam after all the materials are reviewed in class.
Student workload
5 credits equals approximately 135 hours of students work.
Content scheduling
Lectures, essay and exam.
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student perfectly understands the basic elements of esports. The student is able to explain the history and draw conclusion on how it has affected esports during its existence. Student understands the importance of stakeholders and their business models and earning logic. Student also understand the cooperation between stakeholders in esports field. The student is able to define esports and explain the reasons behind the phenomenon.
Assessment criteria, good (3)
Student understands the links and roles between different stakeholders. The student understands the history and is able to explain the development of esports into its current state. Student will be able to define esports and explain why it is regarded as a sport.
Assessment criteria, satisfactory (1)
Student understands what is esports and why it is important. Student can explain the history. Student understand the business landscape and how it works in practice. Student knows the history of esports and understand the idea behind the development.
Assessment methods and criteria
See DevMoodle for more detailed information on grading. Exam and essay are graded and together form the full grade.
Prerequisites
No prior knowledge required
Enrollment
01.08.2022 - 30.09.2022
Timing
01.08.2022 - 31.12.2022
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
Business
Teaching languages
- Finnish
Degree programmes
- Bachelor's Degree in Esports Business
Teachers
- Janus Pitkänen
Groups
-
LBE22SLBE22S
Objective
Understanding esports in general as an environment. What is esports beyond just playing video games. Understanding social practices of esports. Understading esports as a part of experience economy. Understading how esports fits into the definition of sports.Understading different aspects of esports athletes and their career.
Content
General definitions
History of esports
Social practices of esports
Esports viewership
Landscape overview
Esports as an experience
Esports and sports
Esports athletes and career
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student perfectly understands the basic elements of esports. The student is able to explain the history and draw conclusion on how it has affected esports during its existence. Student understands the importance of stakeholders and their business models and earning logic. Student also understand the cooperation between stakeholders in esports field. The student is able to define esports and explain the reasons behind the phenomenon.
Assessment criteria, good (3)
Student understands the links and roles between different stakeholders. The student understands the history and is able to explain the development of esports into its current state. Student will be able to define esports and explain why it is regarded as a sport.
Assessment criteria, satisfactory (1)
Student understands what is esports and why it is important. Student can explain the history. Student understand the business landscape and how it works in practice. Student knows the history of esports and understand the idea behind the development.
Prerequisites
No prior knowledge required