MAN-10061 - Sports and Esports Consumption
Coordinator: Matthew Hutchinson Room: N/A
Lecture Time: See Timetable...
Level: Level 4
Credits: 15
Study Hours: 150
School Office: 01782 733094

Programme/Approved Electives for 2024/25

None

Available as a Free Standing Elective

No

Co-requisites

None

Prerequisites

None

Barred Combinations

None

Description for 2024/25

In this module, students will focus on the intricacies of consumption within esports and sports. This will involve understanding how and why people become fans or consumers and their engagement with their sport/club/league. Furthermore, we will explore how the local and global approach (glocal) has impacted esports and sports consumers and the industries themselves. Additionally, we will look at how consumers react and are treated by their respective industries.
For this module, students will create blog about consumers and their relationship with their favourite esports or sports club/league/event, covering a range of areas discussed in the module and potentially on any emerging topical areas that may arise at the time. This will allow students to reflect upon their own experiences, stay close to the industry and identify areas of best practice and future recommendations.

Aims
This module aims to provide students with an understanding of the intricacies of sports and esports consumption.

Intended Learning Outcomes

apply sports and esports consumer behaviour theories to different cases.: 1,2
critique the relationship between sports and esports organisations and their fans.: 1
provide practical recommendations to how sports and esports organisations engage with their consumers.: 1

Study hours

Lectures: 12 hours
Seminars: 12 hours
Lecture/seminar prep: 24 hours
Assessment preparation: 52 hours
Private study: 50 hours

School Rules

None

Description of Module Assessment

1: Reflective Analysis weighted 70%
Two blogs totalling 1200 words


2: Video Tape weighted 30%
10 minute recorded group presentation