Professional Documents
Culture Documents
Prepared for :
Dr Julaina Binti Baistamam
Esport Day:
Mobile Legends
Definition
Esports has grown significantly in popularity, and organizing a university esports event can
provide an exciting and inclusive platform for students to engage in competitive gaming,
foster community spirit, and showcase the talents of our student body.
1. Objectives:
Community Building: Foster a sense of community and unity among students through a
shared interest in esports.
Skill Development: Provide a platform for students to develop and showcase their
gaming skills.
Inclusivity: Ensure inclusivity by offering a diverse range of games and skill levels.
Brand Visibility: Increase the visibility and positive image of Universiti Teknologi
MARA (UiTM) by hosting a high-quality esports event.
2. Target Audience
Students:
Esports Enthusiasts: Target students who are avid gamers and have a strong interest in
esports. This could include individuals or teams who regularly play Mobile Legends.
Casual Gamers: Make the event inclusive by encouraging casual gamers to participate.
Consider having gaming zones or side activities for those who may not be highly competitive
but enjoy gaming.
Non-Gamers: Create elements of the event that appeal to a broader audience, even those who
may not be active gamers. This could include social events, entertainment, or non-gaming
activities.
Engage faculty and staff who have an interest in esports or gaming to attend and support the
event. This can contribute to a sense of community across different segments of the
university.
Alumni:
Engagement: Reach out to alumni who may have an interest in esports or gaming. Alumni
could potentially provide support, attend the event, or participate as sponsors.
General Public:
Community Engagement: Depending on the event's scale, consider opening certain aspects to
the general public.
3. Logistics
We will organize a competition on campus while the prize giving day will be held in the
Dewan Latihan (UiTM) Kota Bharu.
The background will only use the existing LCD television in the library
Equipment
We as the organizers will only use the space, tables, chairs LCD television in the Dewan
Latihan for the prize giving session.
4. Budget Construction:
1
Refreshment (Students) RM10.00 x 80 per person RM800
2
Refreshment (AJK) RM7.00 x 7 per person RM49
3
Fee registration RM20 x 16 per team RM320
4
Prize RM500
-Champion RM350
-Second place RM200 RM1200
-Third place RM150
- Fourth place
Total RM2369
5. Timeline
DATE ACTIVITY
3 December 2023
• Develop and finalize promotional
materials (posters, flyers, online
graphics).
• Begin accepting team registrations.
• Finalize the tournament format and
rules (Best of 16).
• Set up online platforms for
registration and communication.
• Continue marketing efforts, including
social media updates and in-class
announcements.
17 December 2023
Close team registration.
Finalize logistics, including the setup
of LCD background, Other
equipment, and venue layout ( Dewan
Latihan ).
18 December 2023
Conduct a full-scale rehearsal of the
event, including technical aspects.
Confirm the attendance of registered
teams and participants.
Complete any necessary equipment
testing.
Assemble event staff
Finalize event scripts and schedules.
19 December 2023
Make final checks on all technical
aspects, including internet
connectivity, gaming systems.
Confirm the availability of prizes and
awards.
Print and prepare any physical
materials
Morning:
Afternoon:
Evening:
8:30 PM - 9:30 PM: Prize giving session to the winners and Closing ceremony.
6. WORK BREAKDOWN STRUCTURE