Schedule: 15.04.2019 - 24.05.2019
Teacher in charge (valid 01.08.2018-31.07.2020):
Contact information for the course (applies in this implementation):
You can contact instructors via email:
Miikka Lehtonen: email@example.com
Irina Mihailova: firstname.lastname@example.org
Teaching Period (valid 01.08.2018-31.07.2020):
Period V (2018-2019), Otaniemi campus
Period V (2019-2020), Otaniemi campus
Learning Outcomes (valid 01.08.2018-31.07.2020):
(1) Develop an overview of the dynamics of the game industry, its historical origins and directions of global growth.
(2) Understand the links between creative and business sides of the gaming industry and develop the expertise how to develop successful business models to ensure a sustainable and profitable global operations.
(3) Acquire knowledge about game industry ecosystem and its functioning across the globe.
(4) Grasp the process of internationalization of businesses related to digital activities.
(5) Become sensible to key issues and challenges faced by organizations that develop creative content.
Students are encouraged to forge links between theory and practice through completion of the course assignments.
Content (valid 01.08.2018-31.07.2020):
During recent years the game industry has grown rapidly, and it has surpassed the film and music industries in terms of global revenue. Located at the intersection of technological innovation and artistic creativity, game industry is constantly renewing itself and pushing forward existing business models. What is more, with the proliferation of Internet and digital distribution, game industry is truly global and innovative, offering unlimited business opportunities for companies and entrepreneurs. This represents a very promising field for the future generation of business professionals and the course aims to equip students with sufficient knowledge and understanding about these opportunities.
Details on the course content (applies in this implementation):
The course will cover main topics related to the business side of game industry. The main themes are:
- Global and Finnish game industry: History, overview
- Game development and ideation: Design and business logic
- Business models and monetization
- Consumers and co-careation
- User acquisition and data driven analytics
- Global and local strategies, partnerships
- Pitching training
Assessment Methods and Criteria (valid 01.08.2018-31.07.2020):
1. Workshops, case studies, and participation: 35%
2. Assignments: 45%
3. Final presentation: 20%
Elaboration of the evaluation criteria and methods, and acquainting students with the evaluation (applies in this implementation):
grading for the course consist of the following:
Lecture participation, in-class workshops and case
study work: 35%
Assignments: 65 %
Individual work (20%): learning diary, to be submitted
in parts via MyCourses according to the schedule below.
Final presentation of the course project (20 %). To be
presented in a pitch format in the final session of the course.
Written project report (25%): the illustration of main
steps of the progress with the course project and its outcomes, to be submitted
via MyCourses before the final
Workload (valid 01.08.2018-31.07.2020):
Lectures 24h, preparation for lectures 60h, assignments 76h Total 160h (6 ECTS)
Study Material (valid 01.08.2018-31.07.2020):
Readings announced by the facilitators
Substitutes for Courses (valid 01.08.2018-31.07.2020):
Replaces course 26E05000 Game Industry: born global innovative and digital
Grading Scale (valid 01.08.2018-31.07.2020):
Registration for Courses (valid 01.08.2018-31.07.2020):
Further Information (valid 01.08.2018-31.07.2020):
Max. 50 students taken to the course. Priority given:
1. MIB students
2. Everyone else Mandatory attendance on the first session as the teams will be formed then.