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KARAKTERFORDELING · H 2025
36 kandidater
Alle delene må normalt være bestått. Karakterfordelingen over gjelder emnet samlet.
Kilde: Felles studentsystem (FS) via Universitetet i Agder, slik den var publisert for høsten 2026. Universitetet i Agder er ikke ansvarlig for innholdet på denne siden.
UiA sin egen emnebeskrivelse — læringsutbytte, innhold og vurderingsform.
People of all ages spend much time gaming on different platforms. Many people also watch other people play, train or just share their experiences. This happens to the point where these people become their own household name, a brand. Building a name requires a lot of work, but when done will provide more avenues for income and promotion within the E-sports community.
This course will show the students how to create their own brand and how to promote it. This includes defining a mission statement for their brand as well as identifying their potential audience in order to define value from a consumer/customer perspective. The students will be introduced to the development phase, design, marketing and promotion aimed at presenting themselves to the world as a brand.
On successful completion of the course, the students should be able to:
The course is taught as a combination of lectures, flipped classroom, discussions, and mandatory tasks. The students will also be presented with many cases that will be discussed.
Expected workload for the average student is 135 hours.
Kilde: Felles studentsystem (FS) via Universitetet i Agder, slik den var publisert for høsten 2026. Universitetet i Agder er ikke ansvarlig for innholdet på denne siden.
Hva burde andre vite før de tar dette? Anonymt, ingen innlogging.
Basert på hvor kandidatene til eksamen var registrert (DBH).
Emner som tas i de samme studieprogrammene som MM-301.
| Semester | Kandidater | Snitt | Stryk |
|---|---|---|---|
| Høst 2025 | 36 | C (3.14) | 13,9 % |
| Høst 2024 | 28 | B (3.86) | 10,7 % |
| Høst 2023 | 6 | C (3.00) | 0 % |