BS1S10 - Business, Marketing, Global and Customer Immersion 01 Aug 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | BS1S10 | ||
|---|---|---|---|
| Module Title: | Business, Marketing, Global and Customer Immersion | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Charlotte Grose | ||
| Module Team: | Otilia Pasareti, Daniel Davies, Kiran Jones, Darren Fountain, Paul John, Emma Marshman | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 100078 - business and management | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Aug 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module covers:
• An introduction into business and marketing for Esports in a global industry, and also examines customer immersion in an Esports business environment.
• It aims to give an understanding of the breadth of business and marketing theory in Esports. This follows with an opportunity with case studies.
• To examine customer immersion experiences through case studies in the context of marketing for Esports organisations.
• For learners to provide ideas and alternative marketing solutions of customer immersion experiences for different products and services.
Content Summary
This module asks learners to demonstrate knowledge, skills and understanding of business approaches to Esports by examining business structures, roles (venture Capitalist, technology) and career opportunities, business publishers and developers, and business regulations and bodies. For example to look at roles such as content creator, streamer, player, coach, observer etc if a player doesn’t have a steady income and work on a freelance basis. They will also look at talent contracts and players contracts including legal aspects about running tournaments etc.
Learners will be introduced to: The Marketing concept and environments; market research and planning; market segmentation, targeting and positioning; and management of market and challenges in global Esports industries. Learners will then theorise about marketing of Esports business through marketing methods and models.
Learners will undertake an investigation into customer immersion experiences through research and case studies, which will support an active approach with group work for establishing marketing solutions for developing customer immersion opportunities. Learners will be able to demonstrate their findings through presentation.
The module is intended to take learners out of their comfort zones in areas of research, investigation, collaboration, and communication in business and marketing of Esports with some focus on customer immersion marketing.
Guest speakers including staff from other specialisms in the college will be brought in to deliver specific content to enhance the module experience.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 13 |
| Seminar | 12 |
| Tutorial | 1 |
| Independent Study | 100 |
| Directed Study | 64 |
| Groupwork | 10 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Identify the business practices and marketing strategies used in esports organisations. |
| LO2 | Explain to an audience the facets of customer immersion in the context of marketing solutions. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Report 1 | A written assignment evidencing an understanding of business approaches, structures, roles and career opportunities, business publishers and developers, and business regulations and bodies within the global Esports industry, and more broadly. To include conducting exploratory and dynamic research using a variety of marketing methods and models for analysing the global Esports market. | 0 | 3000 | 70 | No | 40 |
| Synchronous Onsite Oral Assessment | Presentation (Synchronous Onsite) 1 | An oral 15 minute presentation participating professionally within a group, accepting the need of work flexibility, and taking collective responsibility for own work and that of others in the group task of ‘marketing solutions for customer immersions in Esports business and marketing. | 15 | N/A | 30 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Report 1 | ✔ | ✔ | |
| Presentation (Synchronous Onsite) 1 | ✔ | ✔ | |