Module Descriptors
ESPORTS EXPO
ESPO60000
Key Facts
Digital, Technology, Innovation and Business
Level 6
60 credits
Contact
Leader: Joshua Wales-Ferguson
Hours of Study
Scheduled Learning and Teaching Activities: 44
Independent Study Hours: 556
Total Learning Hours: 600
Assessment
  • DOCUMENTED PLAN - 4,000 WORDS weighted at 50%
  • CRITICAL ANALYSIS - 4,000 WORDS weighted at 50%
Module Details
Indicative Content
In this module you will be given the opportunity to apply the concepts and theory developed throughout the programme to the planning and staging of an event, recognising the changing reality of the event environment and the challenges it presents to the event professional. An understanding of the wider environment is imperative, with heightened attendee expectations, globalisation, CSR, technology, greater focus on rate of return by funders and other stakeholders, and an increasingly competitive event marketplace. Event creation and planning is therefore a strategic and multi-layered responsibility requiring strategically focused, stakeholder-centric and reflective professionals.

On both practical and theoretical levels, this module utilises a synoptic, manner in the award, that is it draws on and assesses the knowledge, understanding and skills developed in a number of previous modules, requiring these to be combined and applied, as appropriate, to the esports event context.

It will also require you to use research methodologies to deliver the following; the initial conception, preliminary planning and feasibility study, to the identification of clear aims, objectives, key research questions, design, monitoring and individual portfolio and presentation. Thus in this module, as part of a group, you will organise an event to demonstrate the use of practical event management Techniques and tools in relation to areas such as, legal and contractual issues, marketing, public relations, applied technology and managing the event workforce, all of which have been explored in previous modules. This `live' event-based module will then be evaluated drawing on further areas such as the event planning process, risk assessment, event raison d'etre, and event implementation, completion and review.
Learning Strategies
The learning strategy for this module requires you to commit 600 learning hours (including running the event) of which 44 hours will consist of contact time. Guided independent learning and group working are an integral part of the module learning strategy. Lectures
will provide a broad overview of and refresh you on the tools and frameworks needed to run an event. Group workshops and regular progress meetings will provide you with the opportunity to discuss event planning progress with the teaching team. A further 556 learning hours of independent activities will require you to work in groups to take responsibility for the planning, organisation and running of the group's event.
Texts
Getz, D. (2018) Event Evaluation: Theory and Methods for Event Management and Tourism. Oxford: Goodfellow Publishers Ltd.

O’Toole, W. (2010) Events Feasibility and Development: From Strategy to Operations. Oxford: Butterworth-Heinemann.

Sharples, L., Crowther, P., May, D. and Orefice, C. (2016) Strategic Event Creation. Oxford: Goodfellow Publishers Ltd.

Tribe, J. (2016) Strategy for Tourism. 2nd Edition. Oxford: Goodfellow Publishers Ltd.
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
ADDITIONAL ASSESSMENT DETAILS
A1. 50%
Documented Plan (4,000 words) - Team Based (working in groups)
Students will be required to submit a detailed plan to support the execution of an hypothetical esports event utilising event management theory and producing a rationale backed by industry research. Students will be required to take into account legal and contractual issues, marketing, public relations, applied technology and managing the event workforce.

A2. 50%
Critical Analysis (4000 words)
Students will attend an external live event and critically appraise the event using event management theory to underpin the analysis. Using appropriately sourced academic literature students will demonstrate understanding of current theory and its application in a practical setting.
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 an esports event
Knowledge and Understanding, Enquiry

LO2. On completion of this module, you will be able to analyse and reflect on learning within the professional context of practical theorising and critically appraise real-life event management initiatives
Analysis

LO3. On completion of this module, you will be able to apply the methods and techniques to review, consolidate, extend and apply knowledge and understanding in a sustained argument
Application

LO4. On completion of this module, you will be able to describe and comment upon current research, or equivalent advanced scholarship and critically evaluate arguments, assumptions, abstract concepts and data
Research
Web Descriptor
You will draw together the experience gained from attending and hosting esports events, and the academic knowledge gained, to plan, develop, stage and manage their own, large-scale esports event. Working in teams, you will bring together your network of contacts and experience to produce an event which is likely to attract key gamers and generate significant media interest.