Module Descriptors
ESPORTS EVENTS EXPERIENCE
ESPO40008
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: David Cumming
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • Production of assests x 3 plus 150 words x 3 weighted at 40%
  • Critical analysis - 2,500 words weighted at 60%
Module Details
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 Learning Outcomes
1) Demonstrate and apply knowledge and understanding of the established concepts relevant to events
Knowledge and Understanding

2) Understand and analyse the intrinsic links between esports event tourism and tourism destinations Analysis and Learning

3) Consider and develop an experiential strategy for an Esports event
Problem Solving

4) Understand the importance of experiential campaigns within Esports events
Knowledge and Understading

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 Texts
Bladen, C., Kennell, J., Abson, E. and Wilde, N. (2012) Events Management: An Introduction. Abingdon: Routledge.

Li, R. (2016) Good Luck Have Fun: The Rise of eSports. New York: Skyhorse Publishing
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
WEB DESCRIPTOR
Students will learn the practical process of planning an engagement marketing campaign. They will explore key elements of creating a successful campaign, how to identify the objectives they want to achieve, and how they will engage the audience they want to reach. Students will research and analyse brand activations, as well as investigate recent and successful marketing strategies employed in the esports landscape. Students will also learn practical skills required to produce assets for engagement marketing campaigns. Students will bring together this knowledge to create their own engagement marketing campaign to be used for an esports event.
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.