Game Business (5 cr)
Code: TT00FD15-3010
General information
- Timing
-
01.01.2025 - 31.12.2026
Implementation is running.
- Number of ECTS credits allocated
- 5 cr
- Local portion
- 0 cr
- Virtual portion
- 5 cr
- Mode of delivery
- Online
- Unit
- (2019-2024) School of ICT
- Campus
- Karaportti 2
- Teaching languages
- English
- Seats
- 0 - 240
- Degree programmes
- Information and Communication Technology
- Teachers
- Virve Prami
- Teacher in charge
- Janne Salonen
- Groups
-
ATX25TV_MAKSULLINEN_JÄRJESTELMÄOpen UAS 2025
- Course
- TT00FD15
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
Qualifications
None.