Module Descriptors
TOURNAMENT OPERATIONS
ESPO30010
Key Facts
Digital, Technology, Innovation and Business
Level 3
20 credits
Contact
Leader: Thomas Evans
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
  • TOURNAMENT HANDBOOK (GROUP) - 2000 WORDS weighted at 40%
  • RULEBOOK REPORT (INDIVIDUAL) - 1000 WORDS weighted at 60%
Module Details
MODULE LEARNING OUTCOMES
LO1 – Show awareness of key planning and research tools sufficient to support the effective organisation and creation of a tournament rulebook of an esports event.
LO2 – Consider the effectiveness of collaborative planning, interpersonal skills, goal setting, self-management, and group work, and their impact on rule books in esports.
LO3 - Consider established esports events and their rulebooks to justify and rationalise why those rules are created.
MODULE ADDITIONAL ASSESSMENT DETAILS
Formative Assessment – Individual Rulebook Review
Students will be provided with a tournament rulebook which they must read and summarise in a short overview over how effective this handbook would be. (500)

Assessment 1: Tournament Handbook (group)
In groups, students will develop a tournament handbook for a grassroots esports event(s) that carefully considers the rules and consequences appropriate to the scale of tournament.
LO1, LO2

Assessment 2: Rulebook Report – (individual)
Students will develop a report detailing successes and failures of the developed tournament handbook.
LO3
MODULE INDICATIVE CONTENT
In this module you will be tasked with the creation of a tournament handbook for an esports event that you will use during a live event. You will develop knowledge about tournament design and tournament operations. You will be given the opportunity to apply competition rules, concepts and theories developed to date and explore how these can be applied to a variety of esports events. You will be also taking an established tournament rulebook individually and deconstructing the rules to rationalise and justify why they have been created and used for that Esports event.
WEB DESCRIPTOR
Tournaments for esports is a huge part of the industry, with many publishers providing support to event organisers to help continue to grow this marketplace. Tournament creation and planning is a multi-layered process that spans across numerous different areas of business. This is a tournament operations-based module in which you will get to create a hypothetical Esports event and develop the tournament rulebook that would be associated with that event by reviewing and improving upon existing industry examples.
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
Getz, D. (2018) Event Evaluation: Theory and Methods for Event Management and Tourism. Oxford: Goodfellow Publishers Ltd.
Sharples, L., Crowther, P., May, D. and Orefice, C. (2016) Strategic Event Creation. Oxford: Goodfellow Publishers Ltd.
LAW, Y.-Y. and JARRETT, J. (2019) ‘More Than a Tournament: Grassroots Play and Participation at Esports Events’.
Ribeiro, C.C. (2012) ‘Sports scheduling: Problems and applications’, International transactions in operational research, 19(1-2), pp. 201–226. Available at: https://doi.org/10.1111/j.1475-3995.2011.00819.x.
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