Course - Outline ASS 17-19-1
Course - Outline ASS 17-19-1
Course - Outline ASS 17-19-1
Introduction
Sports is big business; sports is also big recreation and an important anchor of pride for
communities and nations. Human beings spend a substantial amount of their time on
earth playing, watching and paying (directly or indirectly) to watch sports; they also
spend time and money betting on not only the outcomes of sporting events, but on almost
every move of a sporting event. Communities and nations spend money, time and other
resources building infrastructure for sports and in regulating sports activities. Sports also
throws up superstars; performers who create value and are valued.
This course takes a dive (not a very deep dive!) into this major economic and social
activity that human beings engage in. The course begins by looking at the nature of this
product, and the structure and regulation of the professional team sport industry. After
looking at approaches to valuation of players and other drivers of financial performance
of teams and leagues, the course moves on to the design of sports leagues and
tournaments. The bulk of the course focuses on the ‘production’ process itself: the
analysis of the performance of teams, players and adjudicators. In sports, the protagonists
are clearly identifiable, the competition direct and intense, the rules of competition very
clearly laid out and the focus is on outcomes that are very clearly defined. Therefore,
sports generate huge amounts of performance metrics that are amenable to structured
analysis. The course looks at how tools from economics, mathematics, statistics and
operations research can be used to define, analyze, predict and evaluate performance. The
course ends by looking at the markets for sports betting.
The course should therefore help in answering questions like: Should a city/ country host
a particular sports event: what are the costs and benefits? What brings in viewers to the
stadium/ TV? Which league is the most exciting? How do you arrive at alternate
measures to describe the performance of a sportsperson? Which team or player might
benefit from a recent change in regulation? Which team, or player, is/was the Greatest of
All Time (GOAT) in a sport? Who is the Most Valuable Player? What can we attribute a
particular sportsperson’s/ team’s performance; how do we differentiate skill from luck?
How can players be rated/ valued? How can we identify streaks of above/ below average
performance? Can there be a better model to predict in-game events/ outcomes? Which is
the optimal team composition? Are betting markets efficient; can there be profitable
strategies? Are referees unbiased and fair?
This course would be relevant to students looking at careers in managing sports and
sportspersons, in sports-centric media and in the burgeoning area of sports analytics and
is designed on the premise that professional managers can add value at every stage of
modern sports.
1. Be able to design the contours of a league. The course helps you analyze factors
like competitive balance, resource requirements and availability, scheduling
challenges to arrive at designs of new leagues
2. Be able to create metrics, or use existing metrics, to describe and evaluate player/
team performance that help in coaching, rating. There are limitless possibilities to
describe various aspects of player/ team performance across various sports. The
course equips you to arrive at meaningful measures of performance
3. Be able to create models to predict sporting outcomes. The course trains you to
identify systematic factors, and to distinguish between luck and skill, use this
knowledge to predict outcomes.
4. Be able to analyze betting markets. The course helps you understand the working
of betting markets and detect possible patterns
Session-wise Plan
Session Topic
Reading: What is the sports product and who buys it? The
marketing of professional sports leagues, Mason DS,
European Journal of Marketing, Vol 33, Issue 3-4, 1999
Evaluation
This course is a hands-on course that focuses on empiric data. The evaluation patter too
reflects this emphasis; students should demonstrate an ability to put to use the concepts
covered in the course
There will be a letter grades for each component; for quizzes the marks will be
totaled up and grade given at component level
Letter grade cut-off for quizzes, end-term will not be stricter than the following
Range 0-34 35-42 43-50 51-58 59-66 67-74 75-82 83-90 90-
100
Grade F D D+ C C+ B B+ A A+
Assessment Logic
The learning objectives enunciated at the beginning of this course outline seek to ensure
that your learning in this course can be put to use in the analysis of sports and
sportspersons. The assessment of this learning has been designed on the premise that this
learning, in turn, requires that you remember and understand concepts and ideas, know
how to apply them and be comfortable in being able to use them to analyze (deconstruct)
situations and design (evaluate and construct) solutions. The table below outlines a rough
mapping of the evaluation components to the dimensions of learning
Components Remembering Application of Analysis Evaluation and
and Understanding Synthesis
Understanding
Quizzes To assess To assess
retention and ability to
recollection of apply/ use
facts, concepts concepts and
from directed theories to
readings; to given data/
assess ability situations
to discuss and
explain
concepts
End Term To assess To assess ability to To assess
ability to analyze contextual ability to design
apply/ use situations in sports solutions and
concepts and build arguments
theories to to justify the
given data/ decision
situations
Empiric To assess ability to To assess
Projects critically analyze ability to
contextual design, plan
situations in sports solutions for
real life
situations; to
assess ability to
build up
arguments to
justify the
solution using
concepts and
theories
Effort
Estimated effort required to be expended on the course, outside the 15 class hours
Average reading of 1 hours per session x 10 sessions 10 hours
Preparatory Work for Quizzes and End Term 5 hours
Effort required, per person, for empiric projects 20 hours
Total 35 hours
If you indulge in any unethical practice (copying, plagiarism, etc) in any component,
small or big, it brings to question the assessment of you in every other component and
therefore you will be awarded an incomplete (‘I’) grade.