Basics of Esports Landscape (5cr)
Code: LB00BK46-3008
General information
- Enrollment
- 18.08.2025 - 21.09.2025
- Registration for the implementation has ended.
- Timing
- 01.08.2025 - 31.12.2025
- Implementation has ended.
- Number of ECTS credits allocated
- 5 cr
- Unit
- Business
- Teaching languages
- Finnish
- Degree programmes
- Bachelor's Degree in Esports Business
Realization has 11 reservations. Total duration of reservations is 24 h 0 min.
| Time | Topic | Location |
|---|---|---|
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Mon 25.08.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
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Mon 01.09.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
|
Mon 15.09.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
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Mon 22.09.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
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Mon 29.09.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
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Mon 06.10.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
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Mon 20.10.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
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Mon 27.10.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
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Mon 03.11.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
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Mon 10.11.2025 time 09:30 - 11:45 (2 h 15 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
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Mon 17.11.2025 time 10:00 - 11:30 (1 h 30 min) |
Basics of Esports Landscape LB00BK46-3008 |
TA12L118 e-sport
TA12L118 e-sport
|
Evaluation scale
0 - 5
Content scheduling
Lectures, essay and exam.
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 Reppu-Moodle. 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 Reppu -moodle. Exam after all the materials are reviewed in class.
Completion alternatives
Potential online version of the course - meant for students who cannot physically attend for a good reason.
Student workload
5 credits equals approximately 135 hours of students work.
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 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, 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.
Qualifications
No prior knowledge required