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Game Business (5 cr)

Code: TT00FD15-3006

General information


Timing

01.01.2023 - 31.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages

  • English

Seats

0 - 240

Degree programmes

  • Information and Communication Technology

Teachers

  • Virve Prami

Teacher in charge

Virve Prami

Groups

  • ATX23TV_KEVÄT
    ATX23TV_KEVÄT

Objective

After completing this course, students will be able to understand product strategy, create high level marketing plan, game financial estimates and business plan. Output from this course is completition of multiple excercises, creation of game revenu estimates and familiartiy with most successful games. As a final output of the course, students will create games business plan.

Content

Game Business course provides you with an overall framework of where the gaming industry is today. It teaches you what are the most successful genres, business models and platforms and gives your instructions on how to plan, execute and market successful games. Your educator held leadership positions in some of the major Finnish gaming studios as well as co-founded several startups in the gaming space. She is also a well known speaker and international consultant. While this course gives you industry big picture, it is also very hands-on, with a practical approach to building successful games. Course focuses on the following areas: 1) getting familiar with business models, game markets and game genres 2) games financials 3) games marketing and 4) opportunities in the gaming industry and new technologies. Course is full of practical exercises, videos and other materials to support your learnings.

Location and time

Online.

Materials

All can be found online as a part of the course.

Teaching methods

100% online (self-study). This course includes theory and exercise parts.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Student decided on pacing themselves.

Content scheduling

Student decided on pacing themselves.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Pass: 80% of exercises done. Final work done with basic understanding

Fail: Less than 80% of exercises done. Final work either not completed or shows complete lack of understanding.

Assessment methods and criteria

Showing understanding of the overall gaming industry. Completing required exercises. Ability to apply learned skills in creating business plan.

Pass: 80% of exercises done. Final work done with basic understanding

Prerequisites

None.