Marketing

Esports Event Manager

A 90-minute, 4-round basic Express simulation on producing a student-run esports tournament as a small business, for high-school marketing, event-planning, entrepreneurship and digital-media Career and Technical Education, DECA and FBLA chapters and school esports clubs.

4 rounds Undergraduate English, Español

Preview

About this simulation

A 90-minute, 4-round basic Express simulation on producing a student-run esports tournament as a small business, for high-school marketing, event-planning, entrepreneurship and digital-media Career and Technical Education, DECA and FBLA chapters and school esports clubs.

Kendrick Sowell, 17, the fictional president of a high-school esports club in Ocala, Florida, produces the county's first open high-school tournament on Saturday 17 April 2027 to pay for the club's trip to the state finals, starting from a club account of $1,200.

Round by round you choose the venue and the game lineup, the sponsorship package and the lead sponsor, the entry and ticket prices and the food, and the live stream and what sponsors receive afterwards; each Monday the Saturday is projected again with the decisions taken so far.

Each round is scored on net result, attendance, sponsor value delivered, player experience and the school's trust; streaming commercial music without a license (17 U.S.C. section 106) or reporting bought viewers to a paying sponsor caps the score. English with Spanish.

Who it is for

An introductory simulation that assumes no prior knowledge of the subject, designed for undergraduate courses. It also works in vocational and high-school programmes and in onboarding sessions.

How a session runs

  1. The instructor creates a session from the Eureka dashboard and invites the participants.
  2. Participants play 4 rounds. In each one they submit their decisions and the simulation calculates the results. The first round opens with: Monday 1 February 2027: the venue and the games.
  3. The simulation can be run in English, Español.
  4. The instructor follows each participant's progress and results from the dashboard, and uses the class results for the debrief.

Decisions participants make

The decisions participants make during the simulation:

  • Where the Clash happens
  • The game lineup
  • What the club sells to sponsors
  • Who takes the presenting slot
  • Player entry and spectator ticket
  • Food on the day
  • The live stream
  • What sponsors get after Saturday, and how the cash is counted

Ready to use Esports Event Manager with your students?

Contact us and we'll set you up with a free trial session.

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