Module Descriptors
ESPORTS EXPO
ESPO60010
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
Module Learning Outcomes
1) Demonstrate knowledge and understanding of key planning and research tools sufficient to support the effective organisation of an esports event
Knowledge and Understanding, Enquiry

2) Analyse and reflect on learning within the professional context of practical theorising and critically appraise real-life event management initiatives
Analysis
Reflection

3) Develop specific transferable skills of collaborative planning, interpersonal skills, goal setting, self-management and group work
Communication
Learning

4) Operate and communicate effectively through the appropriate use of written, presentational and technical methods within a collaborative group project
Communication
Learning
Reflection
Module 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.
Module 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.
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 a theoretical event, and the critical analysis of an industry event. This module will ask you to demonstrate a recognition of 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.

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 for an event, preliminary planning and feasibility study, identification of clear aims, objectives, documentation and critical analysis.
WEB DESCRIPTOR
You will produce documentation for the execution of a theoretical esports event, which would attract a sizeable audience and generate significant media interest. You will demonstrate in the planning document knowledge of key concerns including environmental issues, legal and contractual issues, marketing, public relations, applied technology and managing an event workforce. You will then attend an external live event and critically analyse it through the lense of event management theory, demonstrating your ability to draw upon appropriate literature to support a well-defined argument.
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. You will work with a supervisor throughout the project and will have access to tailored workshops and small group tutorials to share your progress. Guided independent learning is the basis of this module. 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 and share ideas throughout the process.