BS2S11 - Event Planning (Real World Live Group Project) 01 Aug 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: BS2S11
Module Title: Event Planning (Real World Live Group Project)
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Jenna Thomas
Module Team: Otilia Pasareti, Nathan James, Daniel Davies, Clive Prosser, Neil Griffiths, Leah Griffiths, Anna Williams, Emma Marshman
First Intended Intake: SEP 2027 Final Year of Intake: 2027
Date Closed:
Credit Value: 20 Credit Level: 5
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 100083 - event management 101267 - computer games
HECOS Code Weighting: 50 50

Document Version Information

Version 1
Valid From 01 Aug 2022
Valid To 31 Aug 2028

Module Aims

This module covers:
· To outline the who, what, when, where, why and how of planning events. Learners will gain knowledge and understanding of how to budget, plan resources and delivery, raise funds and measure the success of events.
· Develop transferable skills including collaborative planning, interpersonal skills, goal setting, self-management and group work through hosting a single player Esports event.

Content Summary

This module will cover the planning process of creating events. Learners will identify appropriate tools, research and methods needed to promote and execute an event successfully. Outlining the who, what, when, where, why and how of events planning.

This is a Real World Live Event-based module within which learners will be given the opportunity to apply event planning and strategy concepts and theory developed to date, to plan and host a single player Esports event.

Learners will identify appropriate tools, research and methods of application needed to promote and host an Esports event successfully.

To experience a Real World Live Esports Event the learners will be given the opportunity to attend a UK Esports event at the start of the academic year. This will allow the learners to analyse event planning strategies and methods that can be utilised as a form of primary research for their group project.

Inviting Esports professionals to the Real World Esports Events will provide industry level engagement and feedback that can be used to inform future practice.

Guest speakers including staff from other specialisms (enterprise and external engagement) in the college will be brought in to deliver specific content to enhance the module experience.

Learning and Teaching Methods

Activity Type Hours
Lecture 12
Seminar 13
Tutorial 1
Project supervision 20
Fieldwork 5
Independent Study 75
Directed Study 64
Groupwork 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Discuss events planning and professional practice within the esports industry and more broadly.
LO2 Deliver a real-world single player esports event, using appropriate tools and production techniques.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Report 1 Events Planning Report evidencing an understanding of the strategic management theory behind events planning. 0 2000 50 No 40
Asynchronous Assessment Project Output 1 Event Planning (Real World Live Group Project) – Host a real-world single player Esports event. 0 N/A 50 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Report 1
Project Output 1

Reading List

Charles Bladen, James Kennell, Emma Abson, Nick Wilde (2017). Events Management: An Introduction. Oxfordshire: Routledge.

Donald Getz (2018). Event Evaluation: Theory and methods for event management and tourism. Oxford: Goodfellow Publishers Limited.

Julian Heinz Stroh (2017). The Esports Market and Esports Sponsoring. Mannheim: Tecdum Verlag.

Liz Sharpes, Philip Crowther (2014). Strategic Event Creation. Oxford: Goodfellow Publishers Limited.

Martin, V. and Cazarré, L. (2016) Technology and Events: How to Create Engaging Events. Oxford: Goodfellow Publishers, Ltd.

ASA. (2021). Broadcast Code. Available: https://www.asa.org.uk/codes-and-rulings/advertising-codes/broadcast-code.html . Last accessed 1st October 2021.

ASA. (2021). Non-Broadcast Code. Available: https://www.asa.org.uk/codes-and-rulings/advertising-codes/non-broadcast-code.html . Last accessed 1st October 2021.

Giulio Coraggio, Mei Sum Chan, Nick Fitzpatrick, Peter C. White, Philip Lee. (2021). Esports Laws of the World. Available: https://www.dlapiper.com/en/us/insights/publications/2019/11/esports-laws-of-the-world/ . Last accessed 1st October 2021.

UK Government. (1988). Copyright, Designs and Patents Act . Available: https://www.legislation.gov.uk/ukpga/1988/48/contents . Last accessed 1st October 2021.

UK Government. (2018). Data Protection Act. Available: https://www.legislation.gov.uk/ukpga/2018/12/contents/enacted . Last accessed 1st October 2021.

UK Government. (2005). Gambling Act. Available: https://www.legislation.gov.uk/ukpga/2005/19/contents . Last accessed 1st October 2021.

UK Government. (2016). Regulation. Available: https://www.legislation.gov.uk/eur/2016/679/contents . Last accessed 1st October 2021.

UK Government. (2008). The Consumer Protection from Unfair Trading Regulations. Available: https://www.legislation.gov.uk/uksi/2008/1277/contents/made . Last accessed 1st October 2021.

UK Government. (1994). Trade Marks. Available: https://www.legislation.gov.uk/ukpga/1994/26/contents/1994-10-30. Last accessed 1st October 2021.