On successful completion of the course, the students should be able to:
Develop a concept into a brand name
Build himself/herself as a brand and promote himself/herself
Understand the importance of branding in business in general and in E-sports in particular
Contents
People of all ages spend much time gaming on different platforms. Many people also watch other people play, train or just share their experiences. This happens to the point where these people become their own household name, a brand. Building a name requires a lot of work, but when done will provide more avenues for income and promotion within the E-sports community.
This course will show the students how to create their own brand and how to promote it. This includes defining a mission statement for their brand as well as identifying their potential audience in order to define value from a consumer/customer perspective. The students will be introduced to the development phase, design, marketing and promotion aimed at presenting themselves to the world as a brand.
Teaching and learning methods
The course is taught as a combination of lectures, flipped classroom, discussions, and mandatory tasks. The students will also be presented with many cases that will be discussed.
Expected workload for the average student is 135 hours.
Examination requirements
All mandatory tasks have to be completed and approved. An overview of all tasks will be presented in Canvas.
Examinations
Individual written assignment based on a case study. Information about the requirements for the assigment will be given in Canvas. Graded assessment.
Student evaluation
The study program manager, in consultation with the student representative, decides the method of evaluation and whether the courses will have a midterm- or end of term evaluation, see also the Quality System, section 4.1. Information about evaluation method for the course will be posted on Canvas.