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Basics of Esports Landscape (5 cr)

Code: LB00BK46-3006

General information


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

  • LBE23S
    LBE23S
  • 29.11.2023 10:00 - 11:30, Exam for Basics of Esports Landscape LB00BK46-3006

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