BIHUB PATH

Introduction to Esports

€ 200

Start date
05/10/2024
Duration
1 month
Level
Introductory
Average dedication
6/8 weekly hours
DELIVERY MODE
Online-based
Delivered in
English

EXPERT ADVISORS

Profesor
Servane Fischer
Former competitive player on Counter-Strike 1.6 in the 2000s. Founded and managed several projects promoting gender diversity in Esports. Publisher as an Esports Legal Counsel and supporter of the non-profit org Women in Games France as the Esports General Manager. Caster and tournament organizer on the game VALORANT for the community.
Profesor

CERTIFICATE

Barça Innovation Hub - Universitas

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

Courses' syllabus

Historical aspects, development, and comparison to Sports

Organizations, players, staff members, media, influencers and content creator, production, tournament operators, publishers, governments etc.

Business model compared to Sports and Media, league organization and esports events, sponsoring and brands involvement

Player status, betting/gambling, cheating/doping, gender diversity and inclusion, health, streaming, esports federation? etc.

Learn to

Skill of describing Esports industry

Capacity of identifying and mentioning ecosystem actors

Knowledge of the esports business

Capacity of comparing stakes and challenging topics

Certify your skills

Thanks to our integration with remote supervision technologies, the Verified Certificate of Approval:

  • Guarantees the transparency of the certification process
  • Verifies the identity of the certificate holder
  • Certifies the acquisition of specific competencies and skills

What does it include?

24-HOUR ACCESS TO STUDY MATERIAL, FROM ANYWHERE, ON ANY DEVICE

24-HOUR ACCESS TO STUDY MATERIAL, FROM ANYWHERE, ON ANY DEVICE

VIRTUAL COACHING, FOLLOW-UP, AND SUPPORT FROM A SUBJECT EXPERT

VIRTUAL COACHING, FOLLOW-UP, AND SUPPORT FROM A SUBJECT EXPERT

Actividades y consignas con feedback personalizado

ACTIVITIES AND ASSESSMENTS WITH PERSONALIZED FEEDBACK

DISCUSSION FORUMS AND INTERACTION WITH COLLEAGUES FROM ALL OVER THE WORLD

DISCUSSION FORUMS AND INTERACTION WITH COLLEAGUES FROM ALL OVER THE WORLD

CERTIFICATE ISSUED BY BARÇA INNOVATION HUB AND ENDORSED BY THE CORRESPONDING INSTITUTION.

CERTIFICATE ISSUED BY BARÇA INNOVATION HUB AND ENDORSED BY THE CORRESPONDING INSTITUTION.

Self-assessment to measure your learning progress

Self-assessment to measure your learning progress