Electronic Sports, known as “Esports”, is probably a term you have all heard of, without always having a clear understanding about how it became this independent and unique industry.
Regularly compared to Sports, Esports are more and more visible these days as a specific discipline due to the promotion of its actors and influencers.
For the general public, Esports may also still vehiculate cliches and misconceptions. Actually, with the multiplication of the number of players and gaming awareness, Esports is undeniably an evolving market, full of passion, ambition, and business opportunities for future generations.
According to Newzoo’s 2021 Global Esports and Live Streaming Market Report: Esports revenues around the world will surpass $1.08 billion in 2021, which is a 14.5% increase from $947.1 million in 2020; 465.1 million people watch esports (up +6.7% year on year).
In order to apprehend Esports, you would need to understand where it comes from, where we are at the moment, and where we are going.
The program will provide basics of Esports understanding, from the Historical aspect, through the whole ecosystem description, towards the stakes this domain is currently facing. It can help you find inspiration or even opportunities, in order to work in Esports or collaborate with the actors of this exciting industry.
Fees
COURSE OUTLINES
- Esports Genesis
- Historical aspects, development, and comparison to Sports
- Esports ecosystem: Introduction to esports actors
- Organizations, players, staff members, media, influencers and content creator, production, tournament operators, publishers, governments etc.
- I Esports business model: a powerful market
- Business model compared to Sports and Media, league organization and esports events, sponsoring and brands involvement
-
Esports Challenges: past, present, and future.
- Player status, betting/gambling, cheating/doping, gender diversity and inclusion, health, streaming, esports federation? etc.
- Describe the e-sports industry.
- Identify and mention ecosystem actors.
- Understand the e-sports business.
- Compare stakes and challenging topics within the industry.
COURSE DETAILS
Duration: 1 month.
Average dedication: 6/8 weekly hours.
Delivered in: English
Aimed at:
• Sports professionals who would like to know more about team and player’s management in Esports: esports organisations coaches, analysts, managers, owners etc.
• Sports Health specialists who would like to know more about healthcare in esports: mental coaches, strength and conditioning coaches, dieticians etc.
• Sports professionals who would like to know more about Esports League Operations, Event management and broadcast.
Thanks to our integration with remote supervision technologies, the Verified Certificate of Approval:
- Guarantee transparency of the certification process.
- Validates the identity of the certificate holder.
- Accredits the acquisition of specific competencies and skills.
- 24-hour access to study material, from anywhere on any device.
- Accompaniment, monitoring, and virtual support from an expert in the field.
- Activities and assessments with personalised feedback.
- Discussion forums and interaction with colleagues from all over the world.
- Certificate issued by Barca Innovation Hub and endorsed by the corresponding institution.
- Self-assessment to measure your learning progress.
PREREQUISITES
A general understanding of tech would be beneficial.