Module Descriptors
RESOURCING ESPORTS EVENTS
ESPO40003
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Ross Wilson
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • Coursework - Assessment 1 Individual class-based knowledge test - 1 hour weighted at 50%
  • Coursework - Assessment 2 - one hour time-constrained unseen assessment hour time-constrained unseen assessmen weighted at 50%
Module Details
Learning Outcomes
1) Demonstrate understanding of key theories which underpin effective human behaviour in the workplace and how they are applied.
Analysis
Knowledge and Understanding

2) Identify and apply long-term and short-term sources of finance.
Application
Knowledge and Understanding

3) Apply effective human resource management techniques in the processes of employee resourcing, employee development and performance management.
Application
Knowledge and Understanding

4) Apply key concepts to demonstrate how organisations are financed, how budgets are established and controlled and how financial information is analysed and interpreted.
Analysis
Application
Knowledge and Understanding

5) Apply theories of resourcing to different scenarios and present the analysis using an effective reporting medium.
Analysis
Application
Indicative Content
Key to the delivery of a successful event is ensuring access to appropriate resources and therefore the esports event manager must understand resourcing requirements for their industry. The module focuses on the organisation as a transformation system and the principles underpinning effective resource allocation, including key areas such as:

• Fundamental theories of organisational behaviour
• Basic principles and techniques of Human Resource Management
• Fundamental principles and practices of Financial Management
• How financial management and human resource management are integrated to ensure effective operations of organisations

Event metrics, event networking apps, keynote speakers and event planning software will also be considered within the module. Resourcing issues will be analysed for specific events organisations and solutions explored.
Assessment Details
A range of assessment activities based around a single case study of an organisation.

Assessment 1 - 50%
Individual class-based knowledge test - 1 hour (OB/HRM) (LO1, LO3 & LO5)

Assessment 2 - 50%
1 hour time-constrained unseen assessment focussing on financial resources, their generation and allocation. (Finance) (LO2 & LO4)
Learning Strategies
6 hours per week interactive lectures
Texts
O'Donoghue, D. (2014) Financial Accounting for the Hospitality, Tourism, Leisure and Event Sectors. Pearson Education Ltd.

Leatherbarrow C. and Fletcher J. (2014) Introduction to Human Resource Management: A Guide to HR in Practice. CIPD.

Mullins L. (2016) Management and Organizational Behaviour. 11th Edition. Pearson Education Ltd.

Van Der Wagen, L. and White, L. (2015) Human Resource Management for the Event Industry. 2nd Edition. Abingdon: Routledge.
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
Web Descriptor
The esports industry is constantly developing and changing, and to keep up with these innovations, esports event managers must understand resourcing requirements for their industry. Resources considered include human resources, technology, budget, social media platforms, event metrics, event networking apps and event planning software. Resourcing issues will be analysed for specific esports events organisations and solutions explored.