Resources
VLE learning support material to be provided for independent /self-directed learning.
Module handbooks
Open Textbook Library
Selected contemporary problem/practice based case examples
Module Indicative Content
Students will learn the practical process of planning an experiential campaign.
They will explore the key elements of creating a successful experiential campaign, how to identify the objectives they want to achieve, as well as the audience they want to reach.
Students will research and analyze brand activations, as well as the recent and most successful experiential campaigns currently operating in the Esports space. Using this knowledge, they will create their own experiential campaign, designed to be used at an Esports event.
Module Web Descriptor
Students will learn the practical process of planning an experiential campaign.
They will explore the key elements of creating a successful experiential campaign, how to identify the objectives they want to achieve, as well as the audience they want to reach.
Students will research and analyze brand activations, as well as the recent and most successful experiential campaigns currently operating in the Esports space. Using this knowledge, they will create their own experiential campaign, designed to be used at an Esports event.
ADDITIONAL ASSESSMENT DETAILS
A1. 40%
Production of assets (x3) + 150 words (x 3)
Production asset 1 – 14% (150 words)
Production asset 2 – 13% (150 words)
Production asset 3 – 13% (150 words)
Students will produce three assets to support an engagement marketing campaign. Each asset will be accompanied by 150 words explaining how the designs meet the requirements for the campaign.
A2. 60%
Critical analysis (2,500 words)
Students will write a critical analysis of engagement marketing theory citing appropriate literature and contemporary case studies
LEARNING OUTCOMES
LO1. On completion of this module, you will be able to demonstrate and apply knowledge and understanding of the established concepts relevant to events marketing and promotion.
Knowledge and Understanding
LO2. On completion of this module, you will be able to understand and analyse the roles event marketing plays across the esports ecosystem.
Analysis and Learning¿
LO3. On completion of this module, you will be able to consider and develop a strategy for an esports event.
Problem Solving
LO4. On completion of this module, you will be able to understand the importance of and apply practical asset creation skills in an esports event marketing strategy.
Knowledge and Understanding
LEARNING STRATEGIES
The learning strategy for full-time on-campus requires students to commit to 300 learning hours (including assessments). Of this, there will be 36 hours of class/workshop support and 264 hours of independent and self-directed learning for students working alone or as part of a learning group.
REFERENCE TEXTS
Smilansky, S. (2017) Experiential Marketing: A Practical Guide to Interactive Brand Experiences. Second edition. London: Kogan Page, Limited.¿
¿Frick, T. and Eyler-Werve, K. (2014) Return on Engagement: Content Strategy and Web Design Techniques for Digital Marketing. Second edition. London: Routledge. doi:10.4324/9780203751817.¿