Learning Outcomes
1) Demonstrate knowledge and understanding of key planning and research tools sufficient to support the effective organisation of a single-player esports event
Enquiry
Knowledge and Understanding
2) Develop specific transferable skills of collaborative planning, interpersonal skills, goal setting, self-management and group work
Communication
Learning
3) Operate and communicate effectively through the appropriate use of written, presentational and technical methods within a collaborative group project
Communication
Learning
Reflection
Resources
Blackboard Virtual Learning Environment
Microsoft Teams
Internet access
Library facilities
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.
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.
ADDITIONAL ASSESSMENT DETAILS
A1. 30%
Tournament Handbook (1,000 words)
Working in groups, students will create a tournament handbook for a live esports event.
Group
(LO1 & LO2)
A2. 70%
Tournament evaluation (1,500)
Students will reflect on the organisation of the live esports tournament, examine the successes and failures and also reflect on the group dynamic, paying particular attention to their own contribution.
Individual
(LO1, LO2 & LO3)
INDICATIVE CONTENT
In this module you will be tasked with the creation of a tournament handbook for a single-player 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 organise a live esports event to test your tournament handbook and gain experience in managing a competition. You will be asked to document and reflect upon the process of creating a tournament handbook for an event by identifying potential risks and challenges present within esports competitions.
WEB DESCRIPTOR
Events for esports is a fast-growing industry, with many publishers providing support to event organisers to help continue to grow this marketplace. Event creation and planning is a multi-layered process that spans across numerous different areas of business. This is a 'live' event-based module in which you will be given the opportunity to apply the event planning and strategy concepts and theory developed to date, to the planning and staging of a single-player esports event, recognising the challenges it presents to the event professional.
LEARNING STRATEGIES
The learning strategy for full-time on-campus requires students to commit to 150 learning hours (including assessments). Of this, there will be 26 hours of class/workshop support and 124 hours of independent and self-directed learning for students working alone or as part of a learning group.