Master’s Degree in Game Business Management
Enrollment
01.08.2024 - 31.12.2024
Timing
01.01.2025 - 31.07.2025
Number of ECTS credits allocated
5 op
Virtual portion
5 op
RDI portion
3 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master’s Degree in Game Business Management
Teachers
- Himat Shah
Groups
-
MGB23SMGB23S
-
MGBE23SMGBE23S
Objective
After completing the course, the student becomes aware of the importance of knowledge-based management and knows how to apply knowledge and data in the development of business and organizational operations. The student knows the basics of artificial intelligence and data analytics. The student understands what kind of challenges and solutions are suitable for data analytics, and how data analytics can be used to improve the predictability of business and organizational operations and increase productivity. The student knows the steps of preparing a company's data strategy.
Content
The course consists of two parts: Basics of Artificial Intelligence (2 ECTS) and Data Analytics and Business Intelligence (3 ECTS). The course is completed independently online, and it does not include time-bound contact teaching.
The main content areas of the course are
- Knowledge-based management
- Basics of artificial intelligence
- Basics of data analytics
- Utilization of artificial intelligence, data analytics and Business Intelligence in business
- Data strategy components and preparation
Evaluation scale
0 - 5
Assessment criteria, approved/failed
In the course, either numerical evaluation (0-5) or pass/fail evaluation is applied. The evaluation scale is announced in the beginning of the course. Completion of the course requires the successful completion of both parts, basics of artificial intelligence (2 ECTS) and data analytics and BI (3 ECTS).
Fundamentals of artificial intelligence (2 ECTS) section has been successfully completed when at least 90% of the tasks have been completed and the achieved score is at least 50% of the total score of the course.
Completing the data analytics and BI (3 ECTS) section requires passing all short exams and practical assignment.
Prerequisites
No prerequisites
Further information
The evaluation scale of the course is either numerical (0-5) or two-step (Pass/Fail). The evaluation scale is announced in the beginning of the course.
Enrollment
01.01.2024 - 31.08.2024
Timing
01.09.2024 - 15.12.2024
Number of ECTS credits allocated
5 op
Virtual portion
5 op
RDI portion
3 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Seats
0 - 5
Degree programmes
- Master's Degree in International Business Management
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Tanja Korhonen
Groups
-
TTY23STTY23S
-
MGB23SMGB23S
-
LYL23SVLYL23SV
-
MGBE23SMGBE23S
-
TLY23STLY23S
-
LBY23SLBY23S
Objective
The aim of this course is to increase the knowledge and awareness on possibilities how to boost business performance by using emerging technologies.
The student is able to recognize the development or focus area in the sales or marketing and learn to enhance digital service competence in the organization. Student will have ability to utilize new emerging technologies in the digital context. Student will learn to apply new digital solutions innovatively within their own business field.
Content
Emerging technologies
Future technological trends
Digital ecosystems, their components and architectures
Utilization of intelligent solutions in business context
Change and disruptive innovation
New useful purposes – innovative thinking
Location and time
Course material is in Reppu
Live lectures
3.9.
Materials
Material and links are provided in Reppu.
Teaching methods
Mainly an online-course with first scheduled lessons.
Tasks and assignments, online quizzes.
Student workload
This course is a 5 ECTS course, that means about 135 hours of student work.
Content scheduling
Emerging technologies
Future technological trends
Digital ecosystems, their components and architectures
Utilization of intelligent solutions in business context
Change and disruptive innovation
New useful purposes – innovative thinking
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student
- analyses the features and concepts of emerging technologies and related future trends in a professional manner and apply theoretical models into practice in an innovative, creative way
* understands the value of technological innovations and is able to apply or develop new business opportunities
* masters and identifies the development areas and enhances digital service competence in the organization as well as creates new digital solutions innovatively
* completes all the required assignments as instructed in a timely manner
Assessment criteria, good (3)
Student
- analyses the concepts of emerging technologies and related future trends in a professional manner and is able to apply theoretical models into practice.
* understands the value of technological innovations and is able to evaluate new business opportunities
* identifies the development areas and enhances digital service competence in the organization
* completes all the required assignments as instructed in a timely manner
Assessment criteria, satisfactory (1)
Student
- analyses the concepts of emerging technologies and related future trends in somewhat professional manner and is able to apply theoretical models into practice with some extend.
* notices the value of different business models in the digital environment and is able to recognise new business opportunities
* Identifies some development areas and understand the elements of digital service competence in the organization
* completes the required assignments as instructed about in timely manner
Assessment criteria, fail (0)
Not completed assignments and given tasks on given time.
Assessment criteria, excellent (5)
Student
- analyses the features and concepts of emerging technologies and related future trends in a
professional manner and apply theoretical models into practice in an innovative, creative way
* understands the value of technological innovations and is able to apply or develop new business
opportunities
* masters and identifies the development areas and enhances digital service competence in the
organization as well as creates new digital solutions innovatively
* completes all the required assignments as instructed in a timely manner
Toteutuksen arviointikriteerit, hyvä (3-4)
Student
- analyses the concepts of emerging technologies and related future trends in a professional manner
and is able to apply theoretical models into practice.
* understands the value of technological innovations and is able to evaluate new business
opportunities
* identifies the development areas and enhances digital service competence in the organization
* completes all the required assignments as instructed in a timely manner
Assessment criteria, satisfactory (1)
Student
- analyses the concepts of emerging technologies and related future trends in somewhat
professional manner and is able to apply theoretical models into practice with some extend.
* notices the value of technological innovations and is able to recognize new business opportunities
* identifies some development areas and understand the elements of digital service competence in
the organization
* completes the required assignments as instructed about in timely manner
Enrollment
02.08.2024 - 31.10.2024
Timing
01.09.2024 - 31.10.2024
Number of ECTS credits allocated
5 op
Virtual portion
3 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master's Degree in Global Business Management
- Master’s Degree in Game Business Management
Teachers
- Iina Korhonen
Groups
-
FMGB24SFMGB24S
-
GBMY24SGBMY24S
Objective
Students will be able to communicate on a day to day basic in Finnish and will get to know Finland: the country, its society, people, language and culture.
Content
Pronunciation, reading and conversation practice. Basic vocabulary and phrases used in simple everyday communication.
Materials
Course book, Moode-material, other materials provided by the teacher
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
The student can speak satisfactory Finnish in short conversations about everyday life. The Student is able to identify necessary information in short texts and in spoken language.
Assessment criteria, good (3)
The student understands topics of conversations he/she is involved in. He/she can answer questions in short phrases. The Student can read short texts, F.e. signs or advertisements of his/her interest.
Assessment criteria, satisfactory (1)
Students can form comprehensible sentences using standard Finnish and recognize numerals in their basic form and can converse using simple questions and answers.
Prerequisites
No previous knowledge needed.
Further information
Detailed content plan:
Pronunciation and other general issues about the language
Greeting and introductions
Numerals: time, prices, banking
Asking simple questions and understanding instructions
Travelling, shopping
Language of studying, health care, running of errands
Enrollment
01.08.2024 - 31.12.2024
Timing
01.01.2025 - 30.05.2025
Number of ECTS credits allocated
5 op
Virtual portion
3 op
RDI portion
2 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Master Opex Virtuaali Master Opex Virtuaali
- Tanja Korhonen
Groups
-
FMGB24SFMGB24S
-
MGB24SMGB24S
-
MGBE24SMGBE24S
Objective
The aim of this module is to familiarise with the game development project management.
Student is able to understand the importance the role and importance of project management in game development projects. Students is able to apply project management methodologies and frameworks to plan and manage game development projects effectively. Student will acquire knowledge on building and leading high-performing game development teams, fostering effective communication and collaboration. Student will learn to apply critical thinking and problem-solving skills to address challenges and optimize project outcomes in the game development context. Student is able to apply agile methodologies in game development projects, facilitating iterative development and responding to evolving requirements.
Content
Introduction to Game Development Project Management
Game Development Planning and Scope Management
Team Building and Leadership in Game Development
Agile Project Management in Game Development
Game Development Project Execution and Monitoring
Vendor and Outsourcing Management in Game Development
Project Closure and Post-Project Analysis
Materials
Course material is in Reppu.
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All learning outcomes/ assessment criteria have been achieved to an exceptionally high-level
demonstrating the following attributes:
- Exceptional understanding, exploration, insight, and application of the theories and concepts
learned.
- Clear adherence to all specifications for the assessment task, including word limit where
appropriate
- The organization, structure, and standard of output, including any subject-specific conventions,
where applicable, are of very high quality throughout
- Evidence of effective communication of work to peers and others
- Offer stimulating and rigorous arguments that are likely to be at the limits of what may be expected
at this level
- The coursework has been executed/performed in an original way
- Outstanding ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of very high-quality analysis, synthesis, evaluation, and critical appraisal
- Evidence of outstanding problem-solving skills and ability to suggests alternative approaches
- Evidence of outstanding ability to address complex issues both systematically and creatively
Assessment criteria, good (3)
All learning outcomes/ assessment criteria have been met fully at a good or very good standard
demonstrating the following attributes:
- Good to very good understanding, exploration, insight, and application of the theories and concepts
learned.
- No significant inaccuracies, misunderstandings or errors
- Clear adherence to all specifications for the assessment task, including word limit where
appropriate
- The organization, structure, and standard of output, including any subject-specific conventions,
where appropriate, are of reasonable to good quality throughout
- Evidence of sufficiently effective communication of work
- Ability to present structured, clear and concise arguments
- The work has been approached and/or executed/performed in a comprehensive way with some
degree of originality
Assessment criteria, satisfactory (1)
All learning outcomes/ assessment criteria have been met demonstrating the following attributes:
- Evidence of sufficient ability to reach appropriate decisions based on incomplete or complex
evidence
- Evidence of reasonable quality analysis, synthesis, evaluation and critical appraisal
- Evidence of sufficient problem solving skills and ability to suggest alternative approaches
- Demonstrate some ability to develop an argument but can lack fluency
- The coursework has been approached and/or executed/performed in a standard way with limited
evidence of originality
- Some contextualization on a limited number of sources and, in general, the breadth and depth of
sources and research are lacking
- Evidence of study and demonstration of the ability to reach appropriate decisions based on
incomplete or complex evidence
Enrollment
01.08.2024 - 31.12.2024
Timing
01.06.2025 - 31.07.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master’s Degree in Game Business Management
Teachers
- Master Opex Virtuaali Master Opex Virtuaali
- OPE_Tietojenkäsittely OPE_Tietojenkäsittely
Groups
-
FMGB24SFMGB24S
Objective
Students create in teams or independently portfolio pieces or complete a game.
Content
Creation of a game according to a previously approved project plan or creation of polished portfolio piece.
Game is published in a marketplace or the development team participates in game development competition during the same year.
Master students reflect the project with research literature.
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All the assignments are returned in time.
Student has completed the project by the plan they made or can apply it in case of changes. Project stays in time.
The documentation of the project is excellent. The project is reflected against peer-reviewed research literature with excellent manner.
The amount of working hours corresponds the credits.
Self and peer review is used in grading.
Assessment criteria, good (3)
All the assignments are returned in time.
Student has completed the project by the plan they made or can apply it in case of changes.
The documentation of the project is good. The project is reflected against peer-reviewed research literature with good manner.
The amount of working hours corresponds the credits.
Self and peer review is used in grading.
Assessment criteria, satisfactory (1)
All the assignments are returned.
The documentation of the project is done, with minor defects. Documentation contains reflection to the literature.
The amount of working hours corresponds the credits.
Self and peer review is used in grading.
Assessment criteria, approved/failed
The course is failed if no assignments are not returned.
The amount of working hours does not correspond the credits.
Prerequisites
Student has enough knowledge and skills to work as a producer, a designer, a programmer or an artist in a project independently or in a team.
Enrollment
01.08.2024 - 31.12.2024
Timing
01.06.2025 - 31.07.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master’s Degree in Game Business Management
Teachers
- OPE_Tietojenkäsittely OPE_Tietojenkäsittely
- Master Opex Virtuaali Master Opex Virtuaali
Groups
-
FMGB24SFMGB24S
Objective
Students create in teams or independently portfolio pieces or complete a game.
Content
Creation of a game according to a previously approved project plan or creation of polished portfolio piece.
Game is published in a marketplace or the development team participates in game development competition during the same year.
Master students reflect the project with research literature.
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All the assignments are returned in time.
Student has completed the project by the plan they made or can apply it in case of changes. Project stays in time.
The documentation of the project is excellent. The project is reflected against peer-reviewed research literature with excellent manner.
The amount of working hours corresponds the credits.
Self and peer review is used in grading.
Assessment criteria, good (3)
All the assignments are returned in time.
Student has completed the project by the plan they made or can apply it in case of changes.
The documentation of the project is good. The project is reflected against peer-reviewed research literature with good manner.
The amount of working hours corresponds the credits.
Self and peer review is used in grading.
Assessment criteria, satisfactory (1)
All the assignments are returned.
The documentation of the project is done, with minor defects. Documentation contains reflection to the literature.
The amount of working hours corresponds the credits.
Self and peer review is used in grading.
Assessment criteria, approved/failed
The course is failed if no assignments are not returned.
The amount of working hours does not correspond the credits.
Prerequisites
Student has enough knowledge and skills to work as a producer, a designer, a programmer or an artist in a project independently or in a team. Student has concluded Game Project 1.
Enrollment
01.08.2024 - 31.12.2024
Timing
01.11.2024 - 15.05.2025
Number of ECTS credits allocated
3 op
Virtual portion
3 op
RDI portion
3 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Master Opex Virtuaali Master Opex Virtuaali
Groups
-
MGB24SMGB24S
-
MGBE24SMGBE24S
Objective
Games Now! is an open lecture series on the dominant issues and emerging trends in games. The topics are curated in collaboration with Finnish game industry veterans and our top companies. After completing the course, the student will be familiar with the current trends and issues in the games industry. The student will be able to combine industry information with research topics and produce a research article on a selected topic.
Content
The course content is provided by Aalto University Games Now! (GN!) series.
GN! Lectures online either live or recorded
GN! Podcast
GN! Community
Materials
https://gamesnow.aalto.fi/
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Attended 4 or more GN! Event Days and consistently participated in the GN! Discord server with meaningful posts throughout the course. Completed 6 or more lecture assignments with a strong understanding of the course topics and the ability to describe them in a comprehensive manner. Written an outstanding 2000-3000 word academic paper that thoroughly explored the chosen topic or sub-theme of a lecture. Utilised more than 4 academic references, demonstrating critical thinking and strict compliance with citation and formatting guidelines.
Assessment criteria, good (3)
Attended 2-3 GN! Event Days or was moderately active on the GN! Discord server with regular posts. Completed 6 lecture assignments with a good understanding of the course topics and the ability to describe them effectively. Written a solid academic paper of 2000-3000 words, exploring the chosen topic or sub-theme of a lecture. Used at least 2-4 academic references and followed citation and formatting guidelines effectively.
Assessment criteria, satisfactory (1)
Attended 2 GN! Event Day or was somewhat active on the GN! Discord server, with occasional posts. Completed 6 lecture assignments with a basic understanding of the course topics and some ability to describe them. Written a 2000-3000 word academic paper exploring the chosen topic or sub-theme of a lecture, but lacking depth or critical analysis. Used 2 academic references with some problems of citation and formatting.
Further information
https://gamesnow.aalto.fi/
https://www.twitch.tv/gamesnowaaltofi
Enrollment
01.01.2024 - 31.08.2024
Timing
01.09.2024 - 13.10.2024
Number of ECTS credits allocated
5 op
Virtual portion
5 op
RDI portion
3 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master's Degree in International Business Management
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Ruey Komulainen
Groups
-
MGB23SMGB23S
-
MGBE23SMGBE23S
-
LBY23SLBY23S
Objective
The course aims to provide the participants with the theoretical models for organizing and managing a multi-national network of subsidiaries and other strategic relationships focusing on high growth emerging markets. The course demonstrates the decisions affecting the international expansion of the firm, and connect these to the higher risks emerging markets which typically provide greater opportunities for higher returns or costs savings. Such knowledge and competencies are highly important especially for companies that are familiar with highly developed and stable environment. Exploring such emerging new territories with growth potentials for expansion requires the global managers to extend their knowledge horizon, and critical analysis skills to better manage such markets with more success with a set of conceptual tools that will help them navigate through such muddy water with higher precision and success. Such knowledge will also increase the effectiveness of managing challenges in a multi-national network environment.
Content
Definition of emerging market
Importance of emerging markets and how do they differ from developed markets
Management of key risks, challenges, and issues in such type of markets
National differences in the emerging markets business environment and system
Pros and cons of various entry strategies to emerging markets
Strategies targeting the bottom of the pyramid in emerging markets
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All learning outcomes/ assessment criteria have been achieved to an exceptionally high-level demonstrating the following attributes:
- Exceptional understanding, exploration, insight, and application of the theories and concepts learned.
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where applicable, are of very high quality throughout
- Evidence of effective communication of work to peers and others
- Offer stimulating and rigorous arguments that are likely to be at the limits of what may be expected at this level
- The coursework has been executed/performed in an original way
- Outstanding ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of very high-quality analysis, synthesis, evaluation, and critical appraisal
- Evidence of outstanding problem-solving skills and ability to suggests alternative approaches
- Evidence of outstanding ability to address complex issues both systematically and creatively
Assessment criteria, good (3)
All learning outcomes/ assessment criteria have been met fully at a good or very good standard demonstrating the following attributes:
- Good to very good understanding, exploration, insight, and application of the theories and concepts learned.
- No significant inaccuracies, misunderstandings or errors
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where appropriate, are of reasonable to good quality throughout
- Evidence of sufficiently effective communication of work
- Ability to present structured, clear and concise arguments
- The work has been approached and/or executed/performed in a comprehensive way with some degree of originality
Assessment criteria, satisfactory (1)
All learning outcomes/ assessment criteria have been met demonstrating the following attributes:
- Evidence of sufficient ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of reasonable to good quality analysis, synthesis, evaluation and critical appraisal
- Evidence of sufficient problem solving skills and ability to suggest alternative approaches
- Evidence of sufficient problem solving skills and ability to suggest alternative approaches
- Demonstrate some ability to develop an argument but can lack fluency
- The coursework has been approached and/or executed/performed in a standard way with limited evidence of originality
- Some contextualization but with a heavy reliance on a limited number of sources and, in general, the breadth and depth of sources and research are lacking
- Evidence of study and demonstration of the ability to reach appropriate decisions based on incomplete or complex evidence
- Some, but limited evidence of analysis, synthesis, evaluation, and critical appraisal
- Some evidence of problem-solving skills
- Some evidence of ability to address complex issues adequately
Further information
To be announced later
Enrollment
02.08.2024 - 31.10.2024
Timing
01.09.2024 - 15.12.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Kawtar Ghafel
Groups
-
FMGB24SFMGB24S
Objective
The aim of this module is to familiarise with the international game business.
Student is able to understand the importance of international business environment and global markets. Students will acquire knowledge on leading in international game development environment, emerging trends and business models. Student will learn to analyse global game industry and evaluate factors positioning in the industry. Student is able to evaluate existing research data and use information on decision-making and implementation.
Content
Game Industry
International Business Environment
Leading international Game Development and Publishing
Global Market Analysis and Strategies
Monetization Models and Business Models
International Partnerships and Collaborations
Emerging Trends and Innovations
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All learning outcomes/ assessment criteria have been achieved to an exceptionally high-level demonstrating the following attributes:
- Exceptional understanding, exploration, insight, and application of the theories and concepts learned.
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where applicable, are of very high quality throughout
- Evidence of effective communication of work to peers and others
- Offer stimulating and rigorous arguments that are likely to be at the limits of what may be expected at this level
- The coursework has been executed/performed in an original way
- Outstanding ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of very high-quality analysis, synthesis, evaluation, and critical appraisal
- Evidence of outstanding problem-solving skills and ability to suggests alternative approaches
- Evidence of outstanding ability to address complex issues both systematically and creatively
Assessment criteria, good (3)
All learning outcomes/ assessment criteria have been met fully at a good or very good standard demonstrating the following attributes:
- Good to very good understanding, exploration, insight, and application of the theories and concepts learned.
- No significant inaccuracies, misunderstandings or errors
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where appropriate, are of reasonable to good quality throughout
- Evidence of sufficiently effective communication of work
- Ability to present structured, clear and concise arguments
- The work has been approached and/or executed/performed in a comprehensive way with some degree of originality
Assessment criteria, satisfactory (1)
All learning outcomes/ assessment criteria have been met demonstrating the following attributes:
- Evidence of sufficient ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of reasonable quality analysis, synthesis, evaluation and critical appraisal
- Evidence of sufficient problem solving skills and ability to suggest alternative approaches
- Demonstrate some ability to develop an argument but can lack fluency
- The coursework has been approached and/or executed/performed in a standard way with limited evidence of originality
- Some contextualization on a limited number of sources and, in general, the breadth and depth of sources and research are lacking
- Evidence of study and demonstration of the ability to reach appropriate decisions based on incomplete or complex evidence
Enrollment
02.08.2024 - 31.10.2024
Timing
01.09.2024 - 15.12.2024
Number of ECTS credits allocated
5 op
Virtual portion
5 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Kawtar Ghafel
Groups
-
MGB24SMGB24S
-
MGBE24SMGBE24S
Objective
The aim of this module is to familiarise with the international game business.
Student is able to understand the importance of international business environment and global markets. Students will acquire knowledge on leading in international game development environment, emerging trends and business models. Student will learn to analyse global game industry and evaluate factors positioning in the industry. Student is able to evaluate existing research data and use information on decision-making and implementation.
Content
Game Industry
International Business Environment
Leading international Game Development and Publishing
Global Market Analysis and Strategies
Monetization Models and Business Models
International Partnerships and Collaborations
Emerging Trends and Innovations
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All learning outcomes/ assessment criteria have been achieved to an exceptionally high-level demonstrating the following attributes:
- Exceptional understanding, exploration, insight, and application of the theories and concepts learned.
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where applicable, are of very high quality throughout
- Evidence of effective communication of work to peers and others
- Offer stimulating and rigorous arguments that are likely to be at the limits of what may be expected at this level
- The coursework has been executed/performed in an original way
- Outstanding ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of very high-quality analysis, synthesis, evaluation, and critical appraisal
- Evidence of outstanding problem-solving skills and ability to suggests alternative approaches
- Evidence of outstanding ability to address complex issues both systematically and creatively
Assessment criteria, good (3)
All learning outcomes/ assessment criteria have been met fully at a good or very good standard demonstrating the following attributes:
- Good to very good understanding, exploration, insight, and application of the theories and concepts learned.
- No significant inaccuracies, misunderstandings or errors
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where appropriate, are of reasonable to good quality throughout
- Evidence of sufficiently effective communication of work
- Ability to present structured, clear and concise arguments
- The work has been approached and/or executed/performed in a comprehensive way with some degree of originality
Assessment criteria, satisfactory (1)
All learning outcomes/ assessment criteria have been met demonstrating the following attributes:
- Evidence of sufficient ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of reasonable quality analysis, synthesis, evaluation and critical appraisal
- Evidence of sufficient problem solving skills and ability to suggest alternative approaches
- Demonstrate some ability to develop an argument but can lack fluency
- The coursework has been approached and/or executed/performed in a standard way with limited evidence of originality
- Some contextualization on a limited number of sources and, in general, the breadth and depth of sources and research are lacking
- Evidence of study and demonstration of the ability to reach appropriate decisions based on incomplete or complex evidence
Enrollment
01.08.2024 - 31.12.2025
Timing
01.01.2025 - 31.12.2026
Number of ECTS credits allocated
30 op
Mode of delivery
Contact teaching
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master's Degree in International Business Management
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Jaana Lappalainen
- Outi Lundahl
- Kawtar Ghafel
- Tanja Korhonen
- Tommi Kyllönen
- Maarit Vuorinen
- Tomasz Potocki
Groups
-
MGB24SMGB24S
-
MGBE24SMGBE24S
-
LBY24SLBY24S
Objective
Student will learn to apply the all-encompassing knowledge and skills in international business management to a specialized area of the student’s choice in her/his stakeholder organization or in a regional development project.
Student will learn to apply the theories into practice and develop own research and development comptencies.
Detailed instructions are described in the Master Thesis Guide.
Content
Master´s thesis
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Details in Master Thesis Guide
Assessment criteria, good (3)
Details in Master Thesis Guide
Assessment criteria, satisfactory (1)
Details in Master Thesis Guide
Enrollment
02.08.2024 - 31.10.2024
Timing
01.09.2024 - 15.12.2024
Number of ECTS credits allocated
5 op
Virtual portion
5 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master's Degree in International Business Management
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Katri Takala
- Kawtar Ghafel
Groups
-
MGB24SMGB24S
-
MGBE24SMGBE24S
-
LBY24SLBY24S
Objective
The student recognizes his/her personal strengths and development needs. He / she is able to work in global networks and digital environments and his / her ability to professional development and self -leadership will grow. He / she is able to adjust and develop his/her competences to future business demands.
Student
- knows the theories and concepts of self-leadership,
- can analyze his/her own action,
- recognize the effects of constructive thinking to oneself and others,
- and recognize the meaning of own emotion regulation to self-leadership and the meaning of compassion toward yourself
Content
The theories and concepts of self-leadership
Perception of own actions and the meters of self-leadership
The strategies of constructive thinking and skills of meta thinking
Emotion regulation and self-leadership
Crises and and coping them
Self-compassion
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
The student understands and applies the theories and tools of self-management to his/her own work and action. The student can versatile in analytic way the self-management. He/she knows the contents of self-management and can estimate his/her action and it's effects to others. He/she recognize the development targets of self-management.
Assessment criteria, approved/failed
Passed/fail
Enrollment
26.07.2025 - 24.08.2025
Timing
25.08.2025 - 31.12.2025
Number of ECTS credits allocated
5 op
Virtual portion
3 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master's Degree in Global Business Management
- Master’s Degree in Game Business Management
Teachers
- Päivi Karhu
- Marjaana Seppi
Groups
-
GBMY25SGBMY25S
-
FMGB25SFMGB25S
Objective
The objective of this course is to introduce the main concepts and methods of business research and development activities. These include the most practical terms and ideas applied in Master studies and Master thesis process. Student will get knowledge and skills to select and define the research and development problem and research question in the case company. During this course student will prepare a research proposal of the Master thesis.
Students will get practical knowledge and skills on choosing and defining the research strategy and methods to be applied in the final thesis to complete the development task in the case company. Student will learn to choose and use different kind of data collection methods, analyses and interpretation methods and cooperative development methods.
Content
Key concepts of business research
Research process
Research strategies
Research methodology
Qualitative and quantitative research
Data collection methods
Cooperative development methods
Responsible conduct of research
Open science principles
Materials
To be annouced later
Evaluation scale
0 - 5
Assessment criteria, approved/failed
Pass
Student knows and understands the requirements of the research process. Student is able to use different research strategies, research approaches, research methods, data collection methods and cooperative development methods in his/her master thesis process and research. Students knows the principles of the Responsible conduct of research and its impact on the research process.
Enrollment
01.01.2025 - 31.08.2025
Timing
01.09.2025 - 31.10.2025
Number of ECTS credits allocated
5 op
Virtual portion
5 op
RDI portion
4 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master's Degree in International Business Management
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Kawtar Ghafel
Groups
-
TTY24STTY24S
-
TLY24STLY24S
-
MGB24SMGB24S
-
MGBE24SMGBE24S
-
LBY24SLBY24S
Objective
The aim of this course is to increase the knowledge and awareness on possibilities how to boost business performance by using emerging technologies.
The student is able to recognize the development or focus area in the sales or marketing and learn to enhance digital service competence in the organization. Student will have ability to utilize new emerging technologies in the digital context. Student will learn to apply new digital solutions innovatively within their own business field.
Content
Emerging technologies
Future technological trends
Digital ecosystems, their components and architectures
Utilization of intelligent solutions in business context
Change and disruptive innovation
New useful purposes – innovative thinking
Materials
In moodle platform.
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student
- analyses the features and concepts of emerging technologies and related future trends in a professional manner and apply theoretical models into practice in an innovative, creative way
* understands the value of technological innovations and is able to apply or develop new business opportunities
* masters and identifies the development areas and enhances digital service competence in the organization as well as creates new digital solutions innovatively
* completes all the required assignments as instructed in a timely manner
Assessment criteria, good (3)
Student
- analyses the concepts of emerging technologies and related future trends in a professional manner and is able to apply theoretical models into practice.
* understands the value of technological innovations and is able to evaluate new business opportunities
* identifies the development areas and enhances digital service competence in the organization
* completes all the required assignments as instructed in a timely manner
Assessment criteria, satisfactory (1)
Student
- analyses the concepts of emerging technologies and related future trends in somewhat professional manner and is able to apply theoretical models into practice with some extend.
* notices the value of different business models in the digital environment and is able to recognise new business opportunities
* Identifies some development areas and understand the elements of digital service competence in the organization
* completes the required assignments as instructed about in timely manner
Enrollment
01.08.2025 - 30.09.2025
Timing
25.08.2025 - 15.12.2025
Number of ECTS credits allocated
5 op
Virtual portion
3 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master's Degree in Global Business Management
- Master’s Degree in Game Business Management
Teachers
- Iina Korhonen
Groups
-
GBMY25SGBMY25S
-
FMGB25SFMGB25S
Objective
Students will be able to communicate on a day to day basic in Finnish and will get to know Finland: the country, its society, people, language and culture.
Content
Pronunciation, reading and conversation practice. Basic vocabulary and phrases used in simple everyday communication.
Materials
Course book, Moode-material, other materials provided by the teacher
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
The student can speak satisfactory Finnish in short conversations about everyday life. The Student is able to identify necessary information in short texts and in spoken language.
Assessment criteria, good (3)
The student understands topics of conversations he/she is involved in. He/she can answer questions in short phrases. The Student can read short texts, F.e. signs or advertisements of his/her interest.
Assessment criteria, satisfactory (1)
Students can form comprehensible sentences using standard Finnish and recognize numerals in their basic form and can converse using simple questions and answers.
Prerequisites
No previous knowledge needed.
Further information
Detailed content plan:
Pronunciation and other general issues about the language
Greeting and introductions
Numerals: time, prices, banking
Asking simple questions and understanding instructions
Travelling, shopping
Language of studying, health care, running of errands
Enrollment
01.09.2025 - 26.10.2025
Timing
27.10.2025 - 21.12.2025
Number of ECTS credits allocated
3 op
Mode of delivery
Contact teaching
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Tanja Korhonen
Groups
-
MGB25SMGB25S
-
MGBE25SMGBE25S
Objective
Games Now! is an open lecture series on the dominant issues and emerging trends in games. The topics are curated in collaboration with Finnish game industry veterans and our top companies. After completing the course, the student will be familiar with the current trends and issues in the games industry. The student will be able to combine industry information with research topics and produce a research article on a selected topic.
Content
The course content is provided by Aalto University Games Now! (GN!) series.
GN! Lectures online either live or recorded
GN! Podcast
GN! Community
Materials
https://gamesnow.aalto.fi/
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Attended 4 or more GN! Event Days and consistently participated in the GN! Discord server with meaningful posts throughout the course. Completed 6 or more lecture assignments with a strong understanding of the course topics and the ability to describe them in a comprehensive manner. Written an outstanding 2000-3000 word academic paper that thoroughly explored the chosen topic or sub-theme of a lecture. Utilised more than 4 academic references, demonstrating critical thinking and strict compliance with citation and formatting guidelines.
Assessment criteria, good (3)
Attended 2-3 GN! Event Days or was moderately active on the GN! Discord server with regular posts. Completed 6 lecture assignments with a good understanding of the course topics and the ability to describe them effectively. Written a solid academic paper of 2000-3000 words, exploring the chosen topic or sub-theme of a lecture. Used at least 2-4 academic references and followed citation and formatting guidelines effectively.
Assessment criteria, satisfactory (1)
Attended 2 GN! Event Day or was somewhat active on the GN! Discord server, with occasional posts. Completed 6 lecture assignments with a basic understanding of the course topics and some ability to describe them. Written a 2000-3000 word academic paper exploring the chosen topic or sub-theme of a lecture, but lacking depth or critical analysis. Used 2 academic references with some problems of citation and formatting.
Further information
https://gamesnow.aalto.fi/
https://www.twitch.tv/gamesnowaaltofi
Enrollment
01.08.2025 - 30.09.2025
Timing
06.10.2025 - 15.12.2025
Number of ECTS credits allocated
5 op
Virtual portion
3 op
RDI portion
2 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master's Degree in Global Business Management
- Master’s Degree in Game Business Management
Teachers
- Sari Yli-Kauhaluoma
- Tomasz Potocki
Groups
-
GBMY25SGBMY25S
-
FMGB25SFMGB25S
Objective
Student understands the interactions among global, regional, national, and subnational economic processes over resources and market dynamics. She/He understands their effects on economy with respect to economic growth, the environment and interactions among market forces and political institutions. She / He knows how to use scenario technique to forecast future. The student identifies and is able to nominate global (consumer/business) trends. She / He understands the importance innovations in business. She / he makes oneself familiar with the innovations especially in her /his business branch. She / he is able to create new business concepts, describe process and understands the needs of resources in new businesses.
Content
Future forecast methods, scenario
Scenario in practice
PESTEL analysis
Global trends and megatrends
Innovations and creativity
Innovation process + innovation methods
Innovation management
Business concept, process and resources
Creation of a new business concept
Materials
To be announced later
Evaluation scale
0 - 5
Assessment criteria, approved/failed
Assessment criteria Pass/Fail
The student understands the importance of forecasting and new innovations in their business sector. The student understands and applies the theories and tools of new business innovations and can contribute to innovation processes in his/her own work and operations. He/She is able to evaluate and develop the innovation process and innovation management in his/her own businesses. The course assignment meets the requirements of a written report.
Enrollment
01.08.2025 - 30.09.2025
Timing
28.08.2025 - 19.10.2025
Number of ECTS credits allocated
5 op
Virtual portion
3 op
RDI portion
1 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master's Degree in International Business Management
- Master’s Degree in Game Business Management
Teachers
- Ruey Komulainen
Groups
-
GBMY25SGBMY25S
-
FMGB25SFMGB25S
Objective
Student
* understands the theoretical foundation of Human Resource Management (HRM)
* appreciates the global trends and the implications on strategic workforce planning
* recognises the importance of human resource management and human resources as a strategic success factor for an organisation
* develops evidence-based HR management competencies to support the building of recruitment, reward management performance management etc. strategies
* strives for a fair, supportive, and inclusive approach in managing its work community, taking into account the diversity of the workforce and implement a work-life balanced approach that enhance the well being of its human resources
Content
The theoretical basis of human resource management
Strategic human resource management and the global trends
Human resource management in practice
o Strategic workforce planning
o Recruitment and recruitment process
o Employees orientation and onboarding
o Training and development
o Performance management
o Rewards management
Managing workforce diversity
Materials
Available in KAMK learning platform
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student
* critically analyzes the current state of human resource management, able to forecast future change needs based on sound evidence and arguments, and innovatively anticipates changes in the operating environment and their impact on their work community
* masters the development of HRM processes in collaboration with work community actors based on evidence
* reasonably masters fair and supportive HR management in managing diverse people
* is able to apply the terms and conditions of employment in his or her management work
Assessment criteria, good (3)
Student
* analyzes the current state of human resource management and future change needs, and anticipate changes in the operating environment and their impact on their work community
* is able to develop human resource management processes in collaboration with work community actors based on evidence
* is able to provide fair and supportive HR management in managing diverse people
* is able to apply the terms and conditions of employment in his or her management work
Assessment criteria, satisfactory (1)
Student
* demonstrates basic competency to evaluate the current state of human resource management and future change needs and seeks to anticipate changes in the operating environment and their impact on their work community
* is able to develop human resource management processes in cooperation with work community actors
* strives for fair and supportive HR management in managing diverse people
* is able to apply the terms and conditions of employment in his or her management work
Enrollment
01.08.2025 - 30.09.2025
Timing
25.08.2025 - 31.10.2025
Number of ECTS credits allocated
5 op
Virtual portion
5 op
RDI portion
2 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master's Degree in International Business Management
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Ruey Komulainen
Groups
-
MGB25SMGB25S
-
MGBE25SMGBE25S
-
LBY25SLBY25S
Objective
Student
* understands the theoretical foundation of Human Resource Management (HRM)
* appreciates the global trends and the implications on strategic workforce planning
* recognises the importance of human resource management and human resources as a strategic success factor for an organisation
* develops evidence-based HR management competencies to support the building of recruitment, reward management performance management etc. strategies
* strives for a fair, supportive, and inclusive approach in managing its work community, taking into account the diversity of the workforce and implement a work-life balanced approach that enhance the well being of its human resources
Content
The theoretical basis of human resource management
Strategic human resource management and the global trends
Human resource management in practice
o Strategic workforce planning
o Recruitment and recruitment process
o Employees orientation and onboarding
o Training and development
o Performance management
o Rewards management
Managing workforce diversity
Materials
Available in KAMK learning platform
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student
* critically analyzes the current state of human resource management, able to forecast future change needs based on sound evidence and arguments, and innovatively anticipates changes in the operating environment and their impact on their work community
* masters the development of HRM processes in collaboration with work community actors based on evidence
* reasonably masters fair and supportive HR management in managing diverse people
* is able to apply the terms and conditions of employment in his or her management work
Assessment criteria, good (3)
Student
* analyzes the current state of human resource management and future change needs, and anticipate changes in the operating environment and their impact on their work community
* is able to develop human resource management processes in collaboration with work community actors based on evidence
* is able to provide fair and supportive HR management in managing diverse people
* is able to apply the terms and conditions of employment in his or her management work
Assessment criteria, satisfactory (1)
Student
* demonstrates basic competency to evaluate the current state of human resource management and future change needs and seeks to anticipate changes in the operating environment and their impact on their work community
* is able to develop human resource management processes in cooperation with work community actors
* strives for fair and supportive HR management in managing diverse people
* is able to apply the terms and conditions of employment in his or her management work
Enrollment
01.08.2025 - 30.09.2025
Timing
26.08.2025 - 27.10.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Kawtar Ghafel
Groups
-
FMGB25SFMGB25S
Objective
The aim of this module is to familiarise with the international game business.
Student is able to understand the importance of international business environment and global markets. Students will acquire knowledge on leading in international game development environment, emerging trends and business models. Student will learn to analyse global game industry and evaluate factors positioning in the industry. Student is able to evaluate existing research data and use information on decision-making and implementation.
Content
Game Industry
International Business Environment
Leading international Game Development and Publishing
Global Market Analysis and Strategies
Monetization Models and Business Models
International Partnerships and Collaborations
Emerging Trends and Innovations
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All learning outcomes/ assessment criteria have been achieved to an exceptionally high-level demonstrating the following attributes:
- Exceptional understanding, exploration, insight, and application of the theories and concepts learned.
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where applicable, are of very high quality throughout
- Evidence of effective communication of work to peers and others
- Offer stimulating and rigorous arguments that are likely to be at the limits of what may be expected at this level
- The coursework has been executed/performed in an original way
- Outstanding ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of very high-quality analysis, synthesis, evaluation, and critical appraisal
- Evidence of outstanding problem-solving skills and ability to suggests alternative approaches
- Evidence of outstanding ability to address complex issues both systematically and creatively
Assessment criteria, good (3)
All learning outcomes/ assessment criteria have been met fully at a good or very good standard demonstrating the following attributes:
- Good to very good understanding, exploration, insight, and application of the theories and concepts learned.
- No significant inaccuracies, misunderstandings or errors
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where appropriate, are of reasonable to good quality throughout
- Evidence of sufficiently effective communication of work
- Ability to present structured, clear and concise arguments
- The work has been approached and/or executed/performed in a comprehensive way with some degree of originality
Assessment criteria, satisfactory (1)
All learning outcomes/ assessment criteria have been met demonstrating the following attributes:
- Evidence of sufficient ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of reasonable quality analysis, synthesis, evaluation and critical appraisal
- Evidence of sufficient problem solving skills and ability to suggest alternative approaches
- Demonstrate some ability to develop an argument but can lack fluency
- The coursework has been approached and/or executed/performed in a standard way with limited evidence of originality
- Some contextualization on a limited number of sources and, in general, the breadth and depth of sources and research are lacking
- Evidence of study and demonstration of the ability to reach appropriate decisions based on incomplete or complex evidence
Enrollment
02.08.2025 - 30.09.2025
Timing
01.09.2025 - 26.10.2025
Number of ECTS credits allocated
5 op
Virtual portion
3 op
RDI portion
3 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Kawtar Ghafel
Groups
-
MGB25SMGB25S
-
MGBE25SMGBE25S
Objective
The aim of this module is to familiarise with the international game business.
Student is able to understand the importance of international business environment and global markets. Students will acquire knowledge on leading in international game development environment, emerging trends and business models. Student will learn to analyse global game industry and evaluate factors positioning in the industry. Student is able to evaluate existing research data and use information on decision-making and implementation.
Content
Game Industry
International Business Environment
Leading international Game Development and Publishing
Global Market Analysis and Strategies
Monetization Models and Business Models
International Partnerships and Collaborations
Emerging Trends and Innovations
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
All learning outcomes/ assessment criteria have been achieved to an exceptionally high-level demonstrating the following attributes:
- Exceptional understanding, exploration, insight, and application of the theories and concepts learned.
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where applicable, are of very high quality throughout
- Evidence of effective communication of work to peers and others
- Offer stimulating and rigorous arguments that are likely to be at the limits of what may be expected at this level
- The coursework has been executed/performed in an original way
- Outstanding ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of very high-quality analysis, synthesis, evaluation, and critical appraisal
- Evidence of outstanding problem-solving skills and ability to suggests alternative approaches
- Evidence of outstanding ability to address complex issues both systematically and creatively
Assessment criteria, good (3)
All learning outcomes/ assessment criteria have been met fully at a good or very good standard demonstrating the following attributes:
- Good to very good understanding, exploration, insight, and application of the theories and concepts learned.
- No significant inaccuracies, misunderstandings or errors
- Clear adherence to all specifications for the assessment task, including word limit where appropriate
- The organization, structure, and standard of output, including any subject-specific conventions, where appropriate, are of reasonable to good quality throughout
- Evidence of sufficiently effective communication of work
- Ability to present structured, clear and concise arguments
- The work has been approached and/or executed/performed in a comprehensive way with some degree of originality
Assessment criteria, satisfactory (1)
All learning outcomes/ assessment criteria have been met demonstrating the following attributes:
- Evidence of sufficient ability to reach appropriate decisions based on incomplete or complex evidence
- Evidence of reasonable quality analysis, synthesis, evaluation and critical appraisal
- Evidence of sufficient problem solving skills and ability to suggest alternative approaches
- Demonstrate some ability to develop an argument but can lack fluency
- The coursework has been approached and/or executed/performed in a standard way with limited evidence of originality
- Some contextualization on a limited number of sources and, in general, the breadth and depth of sources and research are lacking
- Evidence of study and demonstration of the ability to reach appropriate decisions based on incomplete or complex evidence
Enrollment
26.07.2025 - 24.08.2025
Timing
25.08.2025 - 14.12.2025
Number of ECTS credits allocated
5 op
Virtual portion
5 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master's Degree in International Business Management
- Master’s Degree in Game Business Management
Teachers
- Antti Rimpiläinen
- Katri Takala
Groups
-
MGB25SMGB25S
-
MGBE25SMGBE25S
-
LBY25SLBY25S
Objective
The student recognizes his/her personal strengths and development needs. He / she is able to work in global networks and digital environments and his / her ability to professional development and self -leadership will grow. He / she is able to adjust and develop his/her competences to future business demands.
Student
- knows the theories and concepts of self-leadership,
- can analyze his/her own action,
- recognize the effects of constructive thinking to oneself and others,
- and recognize the meaning of own emotion regulation to self-leadership and the meaning of compassion toward yourself
Content
The theories and concepts of self-leadership
Perception of own actions and the meters of self-leadership
The strategies of constructive thinking and skills of meta thinking
Emotion regulation and self-leadership
Crises and and coping them
Self-compassion
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
The student understands and applies the theories and tools of self-management to his/her own work and action. The student can versatile in analytic way the self-management. He/she knows the contents of self-management and can estimate his/her action and it's effects to others. He/she recognize the development targets of self-management.
Assessment criteria, approved/failed
Passed/fail
Enrollment
02.12.2025 - 31.12.2025
Timing
01.01.2026 - 15.05.2026
Number of ECTS credits allocated
5 op
Virtual portion
5 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- Finnish
Degree programmes
- Master’s Degree in Game Business Management
Groups
-
TTY24STTY24S
-
TLY24STLY24S
-
MGB25SMGB25S
Objective
After completing the course, the student will be familiar with the stages of software production and the basic concepts of the field. The student will have the ability to understand the different roles in the software production process and knowledge of software production methods and tools. The student will be able to describe the management and operational aspects of a software company or team.
Understand the characteristics of the software business and the basics of the earning and business models. Understand the importance of customer orientation in the development of a software product
Content
The course consists of two main topics: software production and software business.
Key content areas:
- Concepts and methods of software production
- software production stages and tools
- software production roles and management characteristics
- software business as an industry
- Software business activities, earning and business models
- customer orientation in software product development
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
The student has a broad command of the concepts of software production and business. The student will describe in depth the different roles in the software production process and will demonstrate a broad knowledge of software production methods and tools. The student will be able to design and develop aspects of the management and operation of a software company or team.
The student will have a broad understanding of the specificities of the software business and the basics of the earning and business models. They will be able to describe and analyse the importance of customer orientation in the development of a software product.
The student will be able to analyse in depth the software production process of an organisation and produce a comprehensive plan for the development of software production or business, drawing on a wide range of literature (including international literature).
Assessment criteria, good (3)
The student has a good command of the concepts of software production and business. The student describes the different roles in the software production process and demonstrates a good knowledge of software production methods and tools. The student will be able to design aspects of the management and operation of a software company or team.
The student will be familiar with the specificities of the software business and the basics of earning and business models. They will be able to describe the importance of customer orientation in the development of a software product.
The student will be able to describe the software production process in an organisation and produce a structured plan for the development of software production or business, drawing on relevant literature (including international sources).
Assessment criteria, satisfactory (1)
The student knows the basic concepts of software production and business. The student identifies the different roles in the software production process and demonstrates knowledge of software production methods and tools. The student will be able to describe the management and operational aspects of a software company or team.
The student will identify the characteristics of the software business and the basics of the earning and business models. The student will be able to identify the importance of customer orientation in the development of a software product.
The student will be able to describe part of an organisation's software production process and produce a concise plan for the development of software production or business, drawing in part on relevant source literature.
Enrollment
01.01.2025 - 31.08.2025
Timing
01.09.2025 - 15.12.2025
Number of ECTS credits allocated
5 op
Virtual portion
5 op
RDI portion
4 op
Mode of delivery
Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master's Degree in International Business Management
- Master of Engineering, Game Business Management
- Master’s Degree in Game Business Management
Teachers
- Pekka Vaarala
- Perttu Huusko
Groups
-
MGB24SMGB24S
-
MGBE24SMGBE24S
-
LBY25SLBY25S
Objective
The student
* understands the importance of strategic planning and management from the point of view of the overall management of a company / organization
* recognize the national and international challenges of their operating environment and their impact on the business / organization and their own work
* masters the strategic planning process and is able to analyze the principles and functions related to the strategic planning, management and development of a company / organization and assess their impact
* develops to analyze the strategic metrics used by the organization as a tool for performance evaluation
* student develops to analyze, use and evaluate changes in the business / organization operating environment to support planning, decision-making and monitoring.
Content
Strategic planning basics concept
Strategy process
Strategic management analysis and strategic management tools
Strategic planning and strategy implementation
Strategic measurement and assessing the indicators
Strategy follow-up, assessment and updating
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student
* is able to challenge the current strategy work of the organisation and manage and renew activities
in complex and not easily predictable working environments that require a new strategic approach
* takes responsibility for development of working practises and the strategic evaluation of the operation
* creates new practises innovatively and assesses their effects responsibly
-masters strategic management as a whole and utilises it in development throughout the organization
Assessment criteria, good (3)
Student
* is able to challenge the current strategy work of the organisation and manage and renew activities
in complex and not easily predictable working environments that require a new strategic approach
* takes responsibility for development of working practises and the strategic evaluation of the operation
Assessment criteria, satisfactory (1)
Student
* is able to challenge the current strategy work of the organisation and manage and renew activities
in complex and not easily predictable working environments that require a new strategic approach
* takes responsibility for development of working practises and/or the strategic evaluation of the
operation
Enrollment
29.07.2025 - 27.08.2025
Timing
28.08.2025 - 19.10.2025
Number of ECTS credits allocated
5 op
Virtual portion
3 op
RDI portion
1 op
Mode of delivery
40 % Contact teaching, 60 % Distance learning
Unit
KAMK Master School
Teaching languages
- English
Degree programmes
- Master's Degree in International Business Management
- Master’s Degree in Game Business Management
Teachers
- Pekka Vaarala
- Perttu Huusko
Groups
-
GBMY25SGBMY25S
-
FMGB25SFMGB25S
Objective
The student
* understands the importance of strategic planning and management from the point of view of the overall management of a company / organization
* recognize the national and international challenges of their operating environment and their impact on the business / organization and their own work
* masters the strategic planning process and is able to analyze the principles and functions related to the strategic planning, management and development of a company / organization and assess their impact
* develops to analyze the strategic metrics used by the organization as a tool for performance evaluation
* student develops to analyze, use and evaluate changes in the business / organization operating environment to support planning, decision-making and monitoring.
Content
Strategic planning basics concept
Strategy process
Strategic management analysis and strategic management tools
Strategic planning and strategy implementation
Strategic measurement and assessing the indicators
Strategy follow-up, assessment and updating
Evaluation scale
0 - 5
Assessment criteria, excellent (5)
Student
* is able to challenge the current strategy work of the organisation and manage and renew activities
in complex and not easily predictable working environments that require a new strategic approach
* takes responsibility for development of working practises and the strategic evaluation of the operation
* creates new practises innovatively and assesses their effects responsibly
-masters strategic management as a whole and utilises it in development throughout the organization
Assessment criteria, good (3)
Student
* is able to challenge the current strategy work of the organisation and manage and renew activities
in complex and not easily predictable working environments that require a new strategic approach
* takes responsibility for development of working practises and the strategic evaluation of the operation
Assessment criteria, satisfactory (1)
Student
* is able to challenge the current strategy work of the organisation and manage and renew activities
in complex and not easily predictable working environments that require a new strategic approach
* takes responsibility for development of working practises and/or the strategic evaluation of the
operation