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Gaming Economy & Event Innovation (Se)

Gaming Economy & Event Innovation (Se)

Project Description
This module connects the gaming industry with entrepreneurial thinking and practical project implementation. Students analyze gaming as a global economic phenomenon, develop theoretical foundations in entrepreneurship, marketing, and event management, and directly apply this knowledge in a real-world project: the organization and execution of a public Gaming Day in Liechtenstein.
Teaching Method
  • Theoretical inputs provided through self-study in advance, with contact sessions dedicated to discussion and application.
  • Group work, peer reviews, and pitch sessions.
  • The real-world Gaming Day project as the central learning medium.
  • Lecturers support and accompany teams as sparring partners.
Learning Results
Die Studierenden…
Learning Outcomes The students...
Professional Competence
  • Understand the economic significance and structure of the global gaming industry and are able to analyze and classify relevant business models.
  • Understand the mechanisms of the creator economy and influencer marketing and are able to apply them to specific campaigns.
  • Are able to develop an event concept from the initial idea through to implementation while applying fundamental business principles (budget, sponsorship, ROI).
Methodological Competence
  • Apply project management methods (e.g., agile planning, Kanban) systematically to a real-world project.
  • Use market analysis and research methods to make well-founded decisions within the project context.
  • Create professional communication and presentation materials for internal and external stakeholders.
Social Competence
  • Work in interdisciplinary teams and take on clearly defined roles and responsibilities.
  • Communicate constructively with external partners, influencers, sponsors, and public authorities.
  • Provide and receive structured peer feedback as part of pitch and review sessions.
Personal Competence
  • Continuously reflect on their own learning process and their role within the team (learning journal).
  • Demonstrate initiative and the ability to make decisions under real-world project conditions involving time constraints and uncertainty.
  • Develop an awareness of their personal strengths in an entrepreneurial context.
Requirements
Keine
Module number:
6212770
Courses:
27 L / 21 h
Self-study:
70 h
Scheduled Semester:
3