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Esports Industry and StakeholdersLaajuus (5 cr)

Code: LB00CD19

Credits

5 op

Teaching language

  • English

Objective

Student is able to understand the big picture of esports and the business around it. Understanding functions and motives of doing business behind esports stakeholders. Students gain the ability to make decisions in situations that are not always win-win and to be able to professionally justify those decisions. Enhancing the ability to make an educated guess or foresee possible scenarios and the possible consequences of made decisions.

Content

Esports stakeholders and their role in the industry
Coopetition, Co-destiny and Convergence
Problem solving in different scenarios

Assessment criteria, approved/failed

Student is able to create scientifically based material that can be used in teaching. Student is able to implement different kind of learning tasks within the created content. Student is able to give arguments based on the created material and highlight the importance of the subject.

en
Enrollment

30.12.2024 - 26.01.2025

Timing

01.01.2025 - 31.05.2025

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Business

Teaching languages
  • English
Degree programmes
  • Bachelor's Degree in Esports Business
Teachers
  • Janus Pitkänen
Groups
  • LBE24S
    LBE24S

Objective

Student is able to understand the big picture of esports and the business around it. Understanding functions and motives of doing business behind esports stakeholders. Students gain the ability to make decisions in situations that are not always win-win and to be able to professionally justify those decisions. Enhancing the ability to make an educated guess or foresee possible scenarios and the possible consequences of made decisions.

Content

Esports stakeholders and their role in the industry
Coopetition, Co-destiny and Convergence
Problem solving in different scenarios

Evaluation scale

0 - 5

Assessment criteria, approved/failed

Student is able to create scientifically based material that can be used in teaching. Student is able to implement different kind of learning tasks within the created content. Student is able to give arguments based on the created material and highlight the importance of the subject.

en
Enrollment

01.12.2023 - 31.01.2024

Timing

01.01.2024 - 31.07.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Business

Teaching languages
  • English
Degree programmes
  • Bachelor's Degree in Esports Business
Teachers
  • Janus Pitkänen
Groups
  • LBE23S
    LBE23S

Objective

Student is able to understand the big picture of esports and the business around it. Understanding functions and motives of doing business behind esports stakeholders. Students gain the ability to make decisions in situations that are not always win-win and to be able to professionally justify those decisions. Enhancing the ability to make an educated guess or foresee possible scenarios and the possible consequences of made decisions.

Content

Esports stakeholders and their role in the industry
Coopetition, Co-destiny and Convergence
Problem solving in different scenarios

Evaluation scale

0 - 5

Assessment criteria, approved/failed

Student is able to create scientifically based material that can be used in teaching. Student is able to implement different kind of learning tasks within the created content. Student is able to give arguments based on the created material and highlight the importance of the subject.

en
Enrollment

01.12.2022 - 31.01.2023

Timing

01.01.2023 - 31.05.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Business

Teaching languages
  • English
Degree programmes
  • Bachelor's Degree in Esports Business
Teachers
  • Janus Pitkänen
Groups
  • LBE22S
    LBE22S

Objective

Student is able to understand the big picture of esports and the business around it. Understanding functions and motives of doing business behind esports stakeholders. Students gain the ability to make decisions in situations that are not always win-win and to be able to professionally justify those decisions. Enhancing the ability to make an educated guess or foresee possible scenarios and the possible consequences of made decisions.

Content

Esports stakeholders and their role in the industry
Coopetition, Co-destiny and Convergence
Problem solving in different scenarios

Location and time

Course is organized according to timetables provided for students.

Materials

Esports and business related books as supplementary reading. Otherwise all the materials required and needed to complete the course can be found in DevMoodle.

Teaching methods

Contact lectures and assignments to be done in class. DevMoodle used as materials needed to complete the course.

Employer connections

Visiting lecturers planned.

Exam schedules

Exam timetables can be found in DevMoodle.

Student workload

5 credits equal to 135 hours of student's work.

Content scheduling

Lectures, assignments, assignment reviews.

Evaluation scale

0 - 5

Assessment criteria, approved/failed

Student is able to create scientifically based material that can be used in teaching. Student is able to implement different kind of learning tasks within the created content. Student is able to give arguments based on the created material and highlight the importance of the subject.

Assessment methods and criteria

Grading criteria can be found in DevMoodle and also in the grading section of this course.

en
Enrollment

01.12.2021 - 31.01.2022

Timing

01.01.2022 - 31.07.2022

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Business

Teaching languages
  • English
Degree programmes
  • Bachelor's Degree in Esports Business
Teachers
  • Janus Pitkänen
Groups
  • LBE21S
    LBE21S

Objective

Student is able to understand the big picture of esports and the business around it. Understanding functions and motives of doing business behind esports stakeholders. Students gain the ability to make decisions in situations that are not always win-win and to be able to professionally justify those decisions. Enhancing the ability to make an educated guess or foresee possible scenarios and the possible consequences of made decisions.

Content

Esports stakeholders and their role in the industry
Coopetition, Co-destiny and Convergence
Problem solving in different scenarios

Evaluation scale

0 - 5

Assessment criteria, approved/failed

Student is able to create scientifically based material that can be used in teaching. Student is able to implement different kind of learning tasks within the created content. Student is able to give arguments based on the created material and highlight the importance of the subject.