Module Descriptors
BUSINESS SIMULATION
ESPO30009
Key Facts
Digital, Technology, Innovation and Business
Level 3
20 credits
Contact
Leader: George Williams
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 164
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
Sites
  • Stoke Campus
Assessment
  • GROUP PITCH - 10 MINUTES weighted at 50%
  • BUSINESS PORTFOLIO - 2000 WORDS weighted at 50%
Module Details
MODULE LEARNING OUTCOMES
LO1 - Examine how businesses are developed within esports and the core functionalities of business models.

LO2 - Demonstrate understanding of business structures and planning processes.

LO3 - Apply business models into a simulated environment.
MODULE ADDITIONAL ASSESSMENT DETAILS
Formative Assessment – Business Case
Students are required to ideate and submit a business case for their potential business that they intend to take forward and simulate to justify feasibility. (600 words)

Assessment 1 – Group Pitch
The group will develop their ideation and business case into a pitch to module staff, framed as an investor meeting to secure ‘funding’ for their business.
LO1

Assessment 2 – Business Portfolio
Students will individually produce a business portfolio report based on their business case/pitch.
LO2, LO3
MODULE INDICATIVE CONTENT
Business simulation games allow students to experience and test themselves in virtual situations before encountering them in real life. They permit students to experiment and test hypotheses. The subjects seem more real to them than when taught passively from the blackboard. They are also used extensively in the professional world to train workers in the financial industries.

Managing successful business in a virtual environment
- Introduction: understanding business environment
- PESTEL analysis
- PORTER’S Five Forces (Basic understanding)
- Virtual business environment
- Business functional units:
- Human Resources Management
- Accounting
- Information Technology
WEB DESCRIPTOR
Business strategy is a key area which students will be able draw upon throughout their professional lives. In this module, you will learn the basics of ideating, creating and managing businesses using business planning models, strategies and processes to better understand a potential pathway into carving out your own space in the esports ecosystem and how you can bring the business of your dreams into reality.
MODULE LEARNING STRATEGIES
Students will be expected to engage in a variety of learning strategies, including but not limited to:
- Tutor led formal presentations
- Workshops and group-based tutorials
- Discussion/debate cantered learning
- Participation in group activities, including presentations and discussion panels
- Directed reading
- Self-directed/independent research
MODULE TEXTS
Stephen Skrikpak, Fundamentals of Business (2016). Virgina Tech Libraries (ISBN 13: 978-0-9979201-0-9

Morrison, Janet (2011) The Global Business Environment: Meeting the Challenges. Palgrave Macmillan. 3rd Edition )

Eweje, Gabriel and Perry Martin (2011) Business and Sustainability: Concepts, Strategies and Challenges.

Schneider, Gary P. (2011) E-business 9th Edition (International Edition)

Needle, David (2015). Business in Context. 6th Edition, Cengage Learning EMEA (ISBN-10: 1408095218)
MODULE RESOURCES
University Library
IT
Blackboard
Reading list
VLE learning support material to be provided for independent /self-directed learning.
Module handbooks
Open Textbook Library