Credits: 6

Schedule: 14.04.2020 - 22.05.2020

Teacher in charge (valid 01.08.2018-31.07.2020): 

Irina Mihailova

Contact information for the course (applies in this implementation): 

COVID 19 related changes: 

Location: The course will be taught online.

Remote teaching via Zoom 

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.

Assessment Methods and Criteria (valid 01.08.2018-31.07.2020): 

Assessment components:
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): 

Assessment and grading for the course consist of the following:

Lectures and workshops’ participation: 20% 

Assignments: 80 %

- Individual work assignments (20%): learning diary, to be submitted in parts via MyCourses according to the schedule below.

- Case study (group work) assignment (10%): to be submitted by groups via MyCourses according to the schedule below.

- Final presentation of the course project assignment (30 %). To be presented in a power point format in the final session of the course. 

- Written project report assignment (20%): the illustration of main steps of the progress with the course project and its outcomes, to be submitted via MyCourses before the final presentation.

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

Details on the course materials (applies in this implementation): 

The complete schedule of the session is uploaded to the course page.

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): 

via WebOodi

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.

Details on the schedule (applies in this implementation): 

The complete schedule of the session is uploaded to the course page.


Registration and further information