General Information
This subject provides an introduction to the emerging business of esports. It is designed to enhance students’ understanding of the emergence of the esports industry, its structure and future opportunities. Students will evaluate esports against traditional sport and determine the complexity of managing esports, from the perspective of talent identification, teams, athlete pathways, health/wellbeing, competitions/events, leagues/structures, stakeholders, spectators/fans, media, sponsorship and resources. Students will also examine the governance and regulation of esports, with consideration given to esports integrity, gambling, match-fixing and doping, within the esports economy. The course will incorporate global cases, hands-on experiences and interaction with the esports industry.
-
Details
Academic unit: Bond Business School Subject code: SPMT11-126 Subject title: The Business of eSports Subject level: Undergraduate Semester/Year: September 2020 Credit points: 10.000 -
Delivery & attendance
Timetable: https://bond.edu.au/timetable Delivery mode: Standard Workload items: - Workshop: x12 (Total hours: 24) - Weekly Workshop
- Lecture: x12 (Total hours: 24) - Weekly Lecture
- Personal Study Hours: x12 (Total hours: 72) - Study time and reviewing materials
Attendance and learning activities: Attendance at all sessions is expected. Students are expected to notify the instructor of any absences with as much advance notice as possible. -
Resources
Prescribed resources: Books
- David J. Finch,Gashaw Abeza,Norm O'Reilly,David Legg (2019). Implications and Impacts of ESports on Business and Society. n/a, Business Science Reference 160
iLearn@Bond & Email: iLearn@Bond is the online learning environment at Bond University and is used to provide access to subject materials, lecture recordings and detailed subject information regarding the subject curriculum, assessment and timing. Both iLearn and the Student Email facility are used to provide important subject notifications. Additionally, official correspondence from the University will be forwarded to students’ Bond email account and must be monitored by the student. To access these services, log on to the Student Portal from the Bond University website as www.bond.edu.au
Academic unit: | Bond Business School |
---|---|
Subject code: | SPMT11-126 |
Subject title: | The Business of eSports |
Subject level: | Undergraduate |
Semester/Year: | September 2020 |
Credit points: | 10.000 |
Timetable: | https://bond.edu.au/timetable |
---|---|
Delivery mode: | Standard |
Workload items: |
|
Attendance and learning activities: | Attendance at all sessions is expected. Students are expected to notify the instructor of any absences with as much advance notice as possible. |
Prescribed resources: | Books
|
---|---|
iLearn@Bond & Email: | iLearn@Bond is the online learning environment at Bond University and is used to provide access to subject materials, lecture recordings and detailed subject information regarding the subject curriculum, assessment and timing. Both iLearn and the Student Email facility are used to provide important subject notifications. Additionally, official correspondence from the University will be forwarded to students’ Bond email account and must be monitored by the student. To access these services, log on to the Student Portal from the Bond University website as www.bond.edu.au |
Enrolment requirements
Requisites: |
Nil |
---|---|
Assumed knowledge: |
Assumed knowledge is the minimum level of knowledge of a subject area that students are assumed to have acquired through previous study. It is the responsibility of students to ensure they meet the assumed knowledge expectations of the subject. Students who do not possess this prior knowledge are strongly recommended against enrolling and do so at their own risk. No concessions will be made for students’ lack of prior knowledge.
|
Restrictions: |
Nil |
Assurance of learning
Assurance of Learning means that universities take responsibility for creating, monitoring and updating curriculum, teaching and assessment so that students graduate with the knowledge, skills and attributes they need for employability and/or further study.
At Bond University, we carefully develop subject and program outcomes to ensure that student learning in each subject contributes to the whole student experience. Students are encouraged to carefully read and consider subject and program outcomes as combined elements.
Program Learning Outcomes (PLOs)
Program Learning Outcomes provide a broad and measurable set of standards that incorporate a range of knowledge and skills that will be achieved on completion of the program. If you are undertaking this subject as part of a degree program, you should refer to the relevant degree program outcomes and graduate attributes as they relate to this subject.
Subject Learning Outcomes (SLOs)
On successful completion of this subject the learner will be able to:
- Describe the emerging esports industry, identifying key stakeholders, events, leagues, pathways, and explain the different features that connect it to and distinguish it from the traditional sport industry.
- Explain how to organise and manage an esports event, including the key differences to managing a traditional sport event and the factors that make an esports event sustainable.
- Evaluate challenges associated with the esports environment from a sport and business management perspective, including the esports economy, media, sponsorship and wellbeing.
- Apply a problem-solving approach to esports case studies to determine potential solutions and future outcomes.
- Deliver a logically constructed persuasive presentation using appropriate visual aids.
- Work effectively, responsibly and productively with others to complete group projects to a high standard.
Generative Artificial Intelligence in Assessment
The University acknowledges that Generative Artificial Intelligence (Gen-AI) tools are an important facet of contemporary life. Their use in assessment is considered in line with students’ development of the skills and knowledge which demonstrate learning outcomes and underpin study and career success. Instructions on the use of Gen-AI are given for each assessment task; it is your responsibility to adhere to these instructions.
-
Assessment details
Type Task % Timing* Outcomes assessed Case Analysis Critical analysis on eSports business case 20.00% Week 5 1,2,3,4 Presentation§ Group oral presentation that puts forward the business case. 10.00% Week 10 1,2,3,4,5,6 Case Analysis Critical analysis on eSport business case. 25.00% Week 11 1,2,3,4 Written Report§ Group report on eSports Industry 30.00% Week 12 1,2,3,4,6 *Class Participation Regular attendance at lectures and workshops, and active contribution to class activities and discussions. 15.00% Progressive 6 - § Indicates group/teamwork-based assessment
- * Assessment timing is indicative of the week that the assessment is due or begins (where conducted over multiple weeks), and is based on the standard University academic calendar
- C = Students must reach a level of competency to successfully complete this assessment.
-
Assessment criteria
Assessment criteria
High Distinction 85-100 Outstanding or exemplary performance in the following areas: interpretative ability; intellectual initiative in response to questions; mastery of the skills required by the subject, general levels of knowledge and analytic ability or clear thinking. Distinction 75-84 Usually awarded to students whose performance goes well beyond the minimum requirements set for tasks required in assessment, and who perform well in most of the above areas. Credit 65-74 Usually awarded to students whose performance is considered to go beyond the minimum requirements for work set for assessment. Assessable work is typically characterised by a strong performance in some of the capacities listed above. Pass 50-64 Usually awarded to students whose performance meets the requirements set for work provided for assessment. Fail 0-49 Usually awarded to students whose performance is not considered to meet the minimum requirements set for particular tasks. The fail grade may be a result of insufficient preparation, of inattention to assignment guidelines or lack of academic ability. A frequent cause of failure is lack of attention to subject or assignment guidelines. Quality assurance
For the purposes of quality assurance, Bond University conducts an evaluation process to measure and document student assessment as evidence of the extent to which program and subject learning outcomes are achieved. Some examples of student work will be retained for potential research and quality auditing purposes only. Any student work used will be treated confidentially and no student grades will be affected.
Type | Task | % | Timing* | Outcomes assessed |
---|---|---|---|---|
Case Analysis | Critical analysis on eSports business case | 20.00% | Week 5 | 1,2,3,4 |
Presentation§ | Group oral presentation that puts forward the business case. | 10.00% | Week 10 | 1,2,3,4,5,6 |
Case Analysis | Critical analysis on eSport business case. | 25.00% | Week 11 | 1,2,3,4 |
Written Report§ | Group report on eSports Industry | 30.00% | Week 12 | 1,2,3,4,6 |
*Class Participation | Regular attendance at lectures and workshops, and active contribution to class activities and discussions. | 15.00% | Progressive | 6 |
- § Indicates group/teamwork-based assessment
- * Assessment timing is indicative of the week that the assessment is due or begins (where conducted over multiple weeks), and is based on the standard University academic calendar
- C = Students must reach a level of competency to successfully complete this assessment.
Assessment criteria
High Distinction | 85-100 | Outstanding or exemplary performance in the following areas: interpretative ability; intellectual initiative in response to questions; mastery of the skills required by the subject, general levels of knowledge and analytic ability or clear thinking. |
---|---|---|
Distinction | 75-84 | Usually awarded to students whose performance goes well beyond the minimum requirements set for tasks required in assessment, and who perform well in most of the above areas. |
Credit | 65-74 | Usually awarded to students whose performance is considered to go beyond the minimum requirements for work set for assessment. Assessable work is typically characterised by a strong performance in some of the capacities listed above. |
Pass | 50-64 | Usually awarded to students whose performance meets the requirements set for work provided for assessment. |
Fail | 0-49 | Usually awarded to students whose performance is not considered to meet the minimum requirements set for particular tasks. The fail grade may be a result of insufficient preparation, of inattention to assignment guidelines or lack of academic ability. A frequent cause of failure is lack of attention to subject or assignment guidelines. |
Quality assurance
For the purposes of quality assurance, Bond University conducts an evaluation process to measure and document student assessment as evidence of the extent to which program and subject learning outcomes are achieved. Some examples of student work will be retained for potential research and quality auditing purposes only. Any student work used will be treated confidentially and no student grades will be affected.
Study Information
Submission procedures
Students must check the iLearn@Bond subject site for detailed assessment information and submission procedures.
Policy on late submission and extensions
A late penalty will be applied to all overdue assessment tasks unless an extension is granted by the subject coordinator. The standard penalty will be 10% of marks awarded to that assessment per day late with no assessment to be accepted seven days after the due date. Where a student is granted an extension, the penalty of 10% per day late starts from the new due date.
Academic Integrity
The University’s Academic Integrity Policy defines plagiarism as the act of misrepresenting as one’s own original work: another’s ideas, interpretations, words, or creative works; and/or one’s own previous ideas, interpretations, words, or creative work without acknowledging that it was used previously (i.e., self-plagiarism). The University considers the act of plagiarising to be a breach of the Student Conduct Code and, therefore, subject to the Discipline Regulations which provide for a range of penalties including the reduction of marks or grades, fines and suspension from the University.
Bond University utilises Originality Reporting software to inform academic integrity.Feedback on assessment
Feedback on assessment will be provided to students within two weeks of the assessment submission due date, as per the Assessment Policy.
Accessibility and Inclusion Support
If you have a disability, illness, injury or health condition that impacts your capacity to complete studies, exams or assessment tasks, it is important you let us know your special requirements, early in the semester. Students will need to make an application for support and submit it with recent, comprehensive documentation at an appointment with a Disability Officer. Students with a disability are encouraged to contact the Disability Office at the earliest possible time, to meet staff and learn about the services available to meet your specific needs. Please note that late notification or failure to disclose your disability can be to your disadvantage as the University cannot guarantee support under such circumstances.
Additional subject information
As part of the requirements for Business School quality accreditation, the Bond Business School employs an evaluation process to measure and document student assessment as evidence of the extent to which program and subject learning outcomes are achieved. Some examples of student work will be retained for potential research and quality auditing purposes only. Any student work used will be treated confidentially and no student grades will be affected.
Subject curriculum
-
Esports landscape
The history of esports, its growth, its ecosystem and the environment in which it operates, including games, leagues and events, and the challenges and issues with esports as it moves into the traditional sport landscape.
-
Esports stakeholders
Investigate the various stakeholder groups involved in the industry, exploring in depth the power relationships and interactions between and amongst stakeholders, and considering the sustainability of various stakeholders as esports evolves.
-
Esports economy
Examine the billion-dollar economy of esports industry in terms of investors, revenue generation and costs. Consider business models with a view to value of broadcasting and sponsorship, merchandise, ticket sales and the production of industry software and hardware.
-
Esports athlete
The identification of esports talent, coaching practices and development pathways that take an athlete from lounge room player to esports elite. Determine how esports players can develop and compete at the highest level and the skills, knowledge, capabilities required of elite players.
-
Esports fans and role of media
Examine the growth of the esports industry and fandom. What is the appeal of esports to spectators? Compare an esports fan to a traditional sports fan and consider how media connects esports fan to esports athlete.
-
Esports events
Consider the business and management of esports events, how they are planned and how they operate on a global and local scale.
-
Esports governance
Understand power relations in the esports industry and the roles of organising associations. Consider the challenges of governance and compare governance and regulation in esports with traditional sports.
-
Esports issues
Identify and prioritise the issues and problems most relevant to the esports industry now and likely to emerge in the future.
-
Esports future
Examine recent innovations in esports industry and how its evolution will impact business practice, athlete participation, and future industry revenues.