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
A1.40% 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.
INDICATIVE CONTENT
Key concepts in event planning
Documentation for planning an event
Execution of a planning document
Reflection and evaluation of an event