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 rondas Grado English, Español

Vista previa

Sobre la simulación

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.

Para quién es

Una simulación introductoria que no requiere conocimientos previos de la materia, pensada para asignaturas de grado. También funciona en formación profesional, bachillerato y sesiones de onboarding.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados. La primera ronda arranca con: Monday 1 February 2027: the venue and the games.
  3. La simulación se puede jugar en: English, Español.
  4. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • 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

¿Quieres usar Esports Event Manager con tus estudiantes?

Escríbenos y te preparamos una sesión de prueba gratuita.

Contactar