ESD003 Esports Consumerism


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Unit Outline: College 2 2024, Kelvin Grove, Internal

Unit code:ESD003
Credit points:12
Coordinator:Craig Kerwin | cd.kerwin@qut.edu.au
Disclaimer - Offer of some units is subject to viability, and information in these Unit Outlines is subject to change prior to commencement of the teaching period.

Overview

Real time data, the ability to connect with an engaged community and the opportunity to create curated discussions are just some of the expectations of esports audiences. This unit focuses on understanding and catering to these audiences to ensure the success of an esports enterprise. This unit also explores the digital marketing tools and strategies used by esports enterprises to build relationships with audiences. The unit forms part of the esports core which along with your chosen discipline pathway provides you with the foundation for further study in Business, Information Technology or Creative Industries.

Learning Outcomes

On successful completion of this unit you will be able to:

  1. Analyse the brand of an esports entity and generate a value proposition that contributes to the commercial success of the entity.
  2. Develop a business pitch.
  3. Identify key digital marketing tools and strategies that contribute to the commercial success of an entity.
  4. Work effectively, responsibly and productively with others to complete group projects to a high standard.

Content

Module 1: Internal Analysis

  • Sponsors positioning in the esports industry
  • Sponsors brand analysis
  • Esports audience segmentation
  • Understanding a core value proposition

Module 2: External Analysis

  • Sponsors competitive advantage
  • Esports external environment
  • Building SMART recommendations
  • Delivering a digital story

Module 3:  Strategic Analysis

  • Creating a digital marketing plan
  • Designing digital strategy
  • Defining metrics
  • Positive sponsor brand growth

Learning Approaches

This unit takes a blended approach to learning and teaching. You will be provided with both eContent and timetabled activities such as workshops and tutorials. eContent will be clearly identified on your Canvas site for you to engage with on a weekly basis before your classes. eContent could include videos, readings, self-reflection and/or peer activities designed to enhance your learning experience. During the timetabled activities, the unit coordinator and/or your tutor will further explain content and you will be provided with opportunities to explore this content in a collaborative learning environment. After your weekly classes, you should continue to engage with unit resources to ensure you consolidate your understanding of unit content. Teaching team members will also be available for one-on-one consultations to assist you with your learning journey.

Feedback on Learning and Assessment

Students will receive feedback in various forms throughout the semester which may include:

  •  Informal: worked examples, such as verbal feedback in class, individual consultation
  •  Formal: in writing, such as checklists, rubrics, written commentary
  •  Direct: to individual students, either in written form or in consultation
  •  Indirect: to the whole class

Assessment

Unit Grading Scheme

7- point scale

Assessment Tasks

Assessment: Brand Analysis

This task requires you to critically analyse a specific sponsor brand, ascertain the target audience that best aligns with the sponsor's values, identify the sponsor's fundamental value proposition and create a comprehensive report that effectively communicates your analysis. 

This assignment is eligible for the 48-hour late submission period and assignment extensions.

Weight: 25
Length: 800-1000 words
Individual/Group: Individual
Due (indicative): Week 5
Related Unit learning outcomes: 1

Assessment: Esports sponsor pitch

This task requires you to assess how the sponsor brand can establish a competitive edge in order to cultivate brand loyalty among its fan audience. You will create a digital slide show pitch that describes the relevant external landscape and identifies untapped prospects that the sponsor can leverage to develop a viable business strategy. The aim is to propose an idea that not only aligns with the brand's target audience but also offers substantial market advantages.    

This assignment is eligible for the 48-hour late submission period and assignment extensions.

Weight: 35
Length: 10-15 minutes
Individual/Group: Individual
Due (indicative): Week 8
Related Unit learning outcomes: 2, 4

Assessment: Esports digital marketing plan

Drawing upon the market advantages identified from the brand analysis and sponsor's pitch completed in Assessment tasks 1 and 2, this task requires you to develop a strategic Esports marketing plan, using digital channels and technologies, that outlines the specific strategies, tactics and actions to be implemented in order to achieve the marketing goals and objectives.

The late submission period does not apply and no assignment extensions are available.

Weight: 40
Length: 1600 words
Individual/Group: Group
Due (indicative): Week 13
Related Unit learning outcomes: 3

Academic Integrity

Students are expected to engage in learning and assessment at QUT with honesty, transparency and fairness. Maintaining academic integrity means upholding these principles and demonstrating valuable professional capabilities based on ethical foundations.

Failure to maintain academic integrity can take many forms. It includes cheating in examinations, plagiarism, self-plagiarism, collusion, and submitting an assessment item completed by another person (e.g. contract cheating). It can also include providing your assessment to another entity, such as to a person or website.

You are encouraged to make use of QUT’s learning support services, resources and tools to assure the academic integrity of your assessment. This includes the use of text matching software that may be available to assist with self-assessing your academic integrity as part of the assessment submission process.

Further details of QUT’s approach to academic integrity are outlined in the Academic integrity policy and the Student Code of Conduct. Breaching QUT’s Academic integrity policy is regarded as student misconduct and can lead to the imposition of penalties ranging from a grade reduction to exclusion from QUT.

Resources

Weekly resources will be made available on the unit Canvas site.

Course Learning Outcomes

This unit is designed to support your development of the following course/study area learning outcomes.

ES21 Diploma in Esports

  1. Demonstrate foundational interdisciplinary knowledge relating to esports.
    Relates to: ULO1, ULO2, ULO3, Brand Analysis, Esports digital marketing plan
  2. Apply critical thinking and problem solving skills.
    Relates to: ULO1, ULO2, ULO3, Brand Analysis, Esports sponsor pitch, Esports digital marketing plan
  3. Communicate effectively in an academic and professional manner through written and oral genres integrating digital tools.
    Relates to: ULO1, ULO2, ULO3, ULO4, Brand Analysis, Esports sponsor pitch, Esports digital marketing plan
  4. Apply teamwork knowledge and skills for effective collaboration.
    Relates to: ULO4
  5. Apply knowledge of ethical and social practices in analysing and addressing real world problems and issues.
    Relates to: ULO2, ULO3, ULO4, Esports digital marketing plan