Basics of Esports Landscape (5 cr)
Code: LB00BK46-3007
General information
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
- 27.08.2024 12:30 - 15:00, Basics of Esports Landscape LB00BK46-3007
- 03.09.2024 12:30 - 15:00, Basics of Esports Landscape LB00BK46-3007
- 10.09.2024 12:30 - 15:00, Visiting Lecturer Tomi Kovanen
- 17.09.2024 12:30 - 15:00, Basics of Esports Landscape LB00BK46-3007
- 24.09.2024 12:30 - 15:00, Basics of Esports Landscape LB00BK46-3007
- 01.10.2024 12:30 - 15:00, Basics of Esports Landscape LB00BK46-3007
- 22.10.2024 12:30 - 15:00, Basics of Esports Landscape LB00BK46-3007
- 29.10.2024 10:00 - 11:30, Basics of Esports Landscape LB00BK46-3007
- 05.11.2024 12:30 - 14:00, Basics of Esports Landscape LB00BK46-3007
- 12.11.2024 10:00 - 11:30, Basics of Esports Landscape LB00BK46-3007
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