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.
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
-
LBE24SLBE24S
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.
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
-
LBE23SLBE23S
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.
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
-
LBE22SLBE22S
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.
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
-
LBE21SLBE21S
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.