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
In this module students will be tasked with the planning and staging of a multiplayer Esports event. They will be given the opportunity to apply the concepts, planning knowledge and theories developed to date. Students will develop an Event Management Plan outlining the scope and scale, resources and budget for their Esports event, with the opportunity to pitch their plan in a bid to become part of a 'live' Esports and Immersive Technologies Festival. They will be asked to document and reflect upon the process of planning and executing their event, identifying potential risks and analyzing the challenges faced during their time operating in a professional Esports setting.
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.
LEARNING OUTCOMES
LO1. On completion of this module, you will be able to demonstrate knowledge and understanding of key planning and research tools sufficient to support the effective organisation of a multiplayer esports event
Knowledge and Understanding
LO2. On completion of this module, you will be able to develop specific transferable skills of collaborative planning, interpersonal skills, goal setting, self-management and group work
Communication
LO3. On completion of this module, you will be able to reflect on written, presentational and technical methods within a collaborative group project
Reflection
ADDITIONAL ASSESSMENT DETAILS
A1.40% Coursework
In groups students will plan and execute a live esports event. The planning will be supported by planning documentation. Each member of the group will be allocated a role responsibility.
A2. 60%
Reflective report (2,000 words)
Students will individually reflect on both the performance of the group in the execution of the documented plan and the individual performance and contribution to the live 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.
WEB DESCRIPTOR
In this module you will be tasked with the planning and execution of a live multiplayer esports event. You will be given the opportunity to apply the concepts, planning knowledge and theories developed to date. You will develop your skills and knowledge about events planning and promoting by applying that to your own event. You will be asked to document and reflect upon the planning process and execution of your event, identifying potential risks and analysing the challenges faced.