Module Descriptors
ESPORTS ECOSYSTEMS
ESPO40009
Key Facts
Digital, Technology, Innovation and Business
Level 4
15 credits
Contact
Leader: Cameron Vanloo
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • Coursework - Essay (2,000 words) weighted at 100%
Module Details
Learning Outcomes
1) Demonstrate a knowledge and understanding of the structure of the esports ecosystem
Knowledge and Understanding

2) Analyse the current research to find patterns
Analysis

3) Demonstrate an understanding of the relationship between player, tournaments and business models Learning
Indicative Content
This module introduces the ecosystem of esports, investigating who the major players are in the industry and how the money flows in the business of esports. It looks at the following aspects

The Evolving Exports Ecosystem
• Current Factors
• Current Esports Structure
• Comparing exports to Traditional Sports
• Potential Change & Growth Drivers

Current Esports Research:
• Market Sizes
• Estimates & Forecasts
• Business models
• Streaming and revenues

Players and Teams
• Sponsorship
• Pro Teams
• Sports marketing
• Sports management
• Merchandising

National and International Tournaments and Leagues
• Event organisers
• Arenas
• Industry bodies and Association
• Betting
Assessment Details
100% Coursework
2000 word essay
Learning Strategies
2x1 hour interactive Lecture
Texts
Julian Heinz Anton Strφh (2017)The eSports Market and eSports Sponsoring, Tectum Verlag
Resources
University Library
IT
Web Descriptor
You will study the evolving esports industry and what factors will influence its future development. You will also learn to use business models to estimate market growth and forecast market sizes and revenue streams as well as studying the major players in the ecosystem. From marketing and sponsorship to venues and event organisers, you will get a true feel for the make-up of this exciting industry.