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ESPORTS L3 U1 - Master
Ziggy Orzeszek
Created on November 18, 2024
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Transcript
ESPORTS
INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
LET'S CHECK YOUR UNDERSTANDING!
Question: What's the difference between a competitive game and an esport? Join the new Discord server for MidKent College https://discord.gg/dyQPfSuM
- Right click your name on the right side
- Edit Server Profiile
- Change your name to your name as it appears on the MidKent College System, followed by your gamertag.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
STARTER ACTIVITY
✅ Find classmates who match each box on your bingo sheet. 🗣 Ask them a question to check if they match (e.g. “Have you watched an esports tournament?”). ✍️ If they match, write their name in the box. 🧍 Only one name per box - no repeats! 🕒 First to complete a row (horizontal, vertical, or diagonal) shouts “BINGO!” 🤔 Be honest, have fun, and talk to new people!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
LEARNING INTENTIONS
- Gain an understanding of both the content and requirements of Unit
- Determine who is the fastest student in the classroom
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
UNITS IN YEAR 1
- Unit 1: Introduction to Esports
- Unit 2: Skill, Strategies and Analysis
- Unit 3: Enterprise & Entrepreneurship in the Esports Industry
- Unit 4: Health, Wellbeing and Fitness for Esports
- Unit 6: Livestream Broadcasting
- Unit 7: Producing a Brand
- Unit 10: Business Applications of Esports in Social Media
- Unit 13: Psychology for Esports Performance
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
UNITS IN YEAR 2
- Unit 5: Esports Events
- Unit 8: Video Production
- Unit 11: Shoutcasting
- Unit 12: Esports Coaching
- Unit 15: Ethical & Current Issues in Esports
- Unit 19: Customer Immersion Experiences
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
UNIT 1 OVERVIEW
Learning Aims
- Understand the organisation of esports and traditional sports industries in the UK and globally.
- Examine genres of esports game titles played by professional and grassroots esports teams and tournaments.
- Explore career pathways and associated routes in esports
A B C
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
UNIT 1 - LEARNING AIM A
We will cover:
- Organisation and structure of esports in the UK.
- Organisation and structure of traditional sports in the UK.
- Organisation and classification of esports in different countries.
- Global organisations and bodies involved in esports.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
UNIT 1 - LEARNING AIM B
We will cover:
- Esports teams.
- Esports tournaments.
- Genres of esports games.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
UNIT 1 - LEARNING AIM C
We will cover:
- Job roles, career pathways and progression routes in esports.
- Development planning for a career in esports.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
LESSON 2
Under 140 ms – Superhuman / Suspect
- Often indicates hardware-assisted input, or luck.
- Typical for former or current professional FPS players.
- Reflects high-level hand-eye coordination and near-instant stimulus processing. Sustained performance in this range is an indicator of elite-level gameplay reflexes.
- Common among serious gamers or aim training enthusiasts.
- Shows quick reaction with good consistency. Strong enough for fast-paced shooters and high-level play.
- Solid range for casual to regular gamers.
- May show occasional delay under pressure but capable of competitive response speed.
- Normal for people without gaming experience or regular reaction training.
- May indicate age-related slowing, lack of sleep/focus, or unfamiliarity with the test.
- Often seen in non-gamers or individuals new to digital interfaces.
INDIVIDUAL TASK
Today I want to find out how fast you are! Reaction time is just one part of high-level gameplay. Prediction, positioning and decision-making are equally important!
Note: Mouse polling rate (Hz), click latency, and monitor refresh rate (e.g. 60Hz vs 240Hz) can significantly affect test results. Try it at home and see how you compare!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 1
GROUP TASK
Work in teams of 4 to explore the world of competitive games and esports titles.
- List 4-6 major esports genres (e.g. FPS, MOBA, Sports Sim) across the top of your flip chart paper.
- Add as many competitive or esports games as you can under each genre heading. You can research this!
- If you can remember the games' developer, add that too.
- Stretch Goal - Add extra insight next to selected games:
- What is the competitive mode? How do you win?
- Where is the game most popular?
- What is the Age rating?
- What Platform's can you play (PC, console, mobile)?
- Is it Free-to-Play or Paid?
- What do you think makes it successful?
ESPORTS
INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
LEARNING INTENTIONS
- Define what an esport is accprdo
- Identify the 10 pillars of the esports industry
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
STARTER ACTIVITY
The Oxford dictionary gives a very simple definition for grassroots: It’s ordinary people in society or in an organization. What does the term “grassroots” mean in relation to esports? Spend some time researching this topic and collecting some bullet points to describe what it is and why it’s important.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
WHAT ARE ESPORTS?
Esports is a term to describe competitive video gaming. Like traditional sports, it usually has an engaging spectator element and is often incentivised with rewards for placing well. Similar to traditional sports, esports as an industry has players, coaches, teams, tournaments, broadcasts, regulatory bodies, national and government departments. Esports is global, even featured as part of the Olympics (with an asterisk that we'll explore later)! The main difference to most traditional sports, beyond virtual versus physical, is that the games played by esports professionals are constantly changing and evolving. What do you think we mean by constantly changing and evolving?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
Changing and evolving: Constant updates keep games balanced and competitive - and often mean more money for the companies making them!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
That's not to say traditional sport doesn't change or evolve, it just happens at a much slower rate.
Rule changes in sports are governed by governing bodies (FIFA, IOC), unlike esports where it's more challenging.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
GROUP TASK - WHAT DO YOU THINK YOU KNOW?
In groups, show how you think the esports industry is organised and who the key players are.
- Draw a map or diagram showing the main parts of the video game and esports industry.
- Use arrows, circles, or boxes to show how you think these groups connect or depend on each other.
- Be creative - there is no single right answer at this stage.
- Stretch Goal - Add notes or symbols to your diagram showing how this compares to a traditional sport (e.g. football):
- What parts are similar?
- What parts are unique to esports?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
Esports today:
Whilst watching: Note down the different jobs you can see being done (or probably being done behind the camera)
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
THE STRUCTURE OF ESPORTS - 10 PILLARS
Video Game Industry
Education
Players and Teams
Tournaments
Broadcasts
Money (including Sponsors & Investors)
Government. National Governing Bodies. Sport Councils (Traditional).
Regulatory Bodies
10
International
Communities / Audiences
In Unit 1 you’ll dive into these pillars, the organisations that shape them, and how esports stacks up against traditional sport.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
THE ESPORTS ECOSYSTEM
This diagram shows how the different parts of the professional esports industry are linked - from developers and publishers to teams, tournaments, sponsors, and audiences. It highlights how money, rights, and influence flow between key groups, helping us understand who shapes esports and how they work together.
ESPORTS
INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
QUIZ TIME
Join the blooket, let's see what you can remember!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
LEARNING INTENTIONS
- Explain the role of developers and publishers in esports
- Define the impact age rating boards have on esports titles
- Determine the main esports titles and their defined genre
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
THE GAMES AND GENRES OF ESPORTS
Esports would not exist without game developers and publishers. The video game industry is overseen by the UKIE (Trade Body). In a document, research and detail who they are and what they do! Games are grouped into different genres. Just like films or TV shows can be classed as action, comedy, or drama, games are placed into categories that describe their style of play. For example, Valorant is a First Person Shooter, while Fortnite is a Battle Royale. These genres help us understand the type of game and how it is played. Some of the individual skills needed include reflexes, decision making and strategy, whilst team skills include communication, teamwork and leadership.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
THE DEVELOPERS AND PUBLISHERS
These same developers and publishers also host and produce coverage for some of the scene’s largest competitions, such as Riot Games’ League of Legends Worlds, Valve’s Dota 2 The International or the Counter-Strike: 2 Intel Extreme Masters. Publishers that own the intellectual property rights are the most powerful and most relevant players in the esports ecosystem. They can either advance or cut down the development path of an esports title. There is an increasing incentive for publishers to turn their new competitive titles into esports games, with the benefits including extraordinary exposure, both online and offline, and revenue that can be generated from in-game content.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
DOING IT RIGHT: VALORANT
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
IT'S NOT ALL SUNSHINE AND RAINBOWS...
Historically, Nintendo has been very strict about how its games (like Super Smash Bros.) are used in esports. They’ve limited what influencers can stream, what content creators can publish, and even what kinds of third-party tournaments can take place. Other publishers, like Riot or Valve, are much more open and even fund events. Let’s think about the consequences of Nintendo’s approach. You're going to split into 5 different groups, with each group acting as the relevant stakeholder:
- Tournament Organisers
- Esports Teams/Players
- Influencers/Streamers
- Fans/Spectators
- Sponsors
INTRODUCTION TO ESPORTS
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LESSON 3
GROUP TASK
VOCATIONAL SCENARIO "You want to host or participate in a Super Smash Bros. community tournament. Nintendo has strict guidelines about how this can happen. You must plan your role’s involvement while staying within these rules - and then think about what challenges or opportunities this creates" In your groups: Look at the Nintendo Tournament Guidelines and pick out the rules that matter most to your role. Discuss these questions in your group:
- How do the rules affect what you can do in your role?
- What challenges or problems do they create?
- Are there any positives to these rules?
- If you could, what would you change about the guidelines?
Tournament Organisers
Esports Teams / Players
Influencers / Streamers
Fans / Spectators
Sponsors
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
SMASH BROS - KEY HISTORICAL DISPUTES
- EVO 2013:
- Nintendo blocked the livestream of the Melee tournament, even threatened to cancel it - backed down only after major community backlash.
- The Big House 10 (2020):
- The online event was canceled following Nintendo’s cease-and-desist over usage of Project Slippi (an unauthorized mod for Melee). This sparked the #FreeMelee movement in protest.
- Smash World Tour Cancellation (2022):
- Smash World Tour (SWT) held a massive grassroots global circuit, culminating in a planned Championships event. Nintendo reportedly refused to license the final championships and intervened, resulting in cancellation. This move was widely criticized, leading to cancellations, community backlash, and disruption of independent circuits.
- Broader IP Protection & Influencer Restrictions:
- Nintendo aggressively protects its IP - issuing DMCA takedowns against emulation, fan games, mods, and unauthorized content. Even content creators have faced monetization restrictions or takedowns via Nintendo’s Content ID system and programs like Creator’s Program (ended in 2018).
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
AGE RATING BOARDS
Protecting Young Players They provide guidance to parents, guardians, and players about the suitability of games based on content (e.g. violence, language, gambling, online interactions). Ensuring Legal Compliance In some countries, it’s illegal to sell games to players below the age rating, so developers and retailers must follow these rules. Influencing Esports Participation Some tournaments or teams may have minimum age requirements based on the game's rating (e.g. PEGI 18 or ESRB M). This affects which players can legally compete in official events.
Impacting Game Popularity & Audience Age ratings can influence who plays and watches certain games. For example, a game rated 18+ may be less accessible to younger audiences, affecting its player base and viewership. Providing Trust & Transparency These systems help build trust with audiences, governments, and advertisers by showing that the industry takes content responsibility seriously.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 3
HOMEWORK (directed study)
Read the article "Publishers & Game Developers: The Mighty Ones Within" by PwC. As you read, make notes on how developers and publishers influence the types of esports games we see, how they’re played competitively, and who they’re designed to appeal to. Then, write short answers to these questions. You can refer to the previous lesson too!
- What are some examples of popular esports titles and their developers?
- What genre do the games you have mentioned fall into?
- What role do developers and publishers play in organising esports tournaments and leagues?
- How can the way a game is developed (e.g. genre, accessibility, region and pricing) affect who plays it and why?
You can use Esports Charts to support the popularity of any games you have mentioned!
ESPORTS
INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
LEARNING INTENTIONS
- Define what an esport is, understanding how it's classified in the UK when compared to other countries.
- Understand the position of the UK government.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
STARTER ACTIVITY
How many can you name?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
ESPORTS IN THE UK
The definition of a game according to the Oxford English Dictionary:
- An activity that one engages in for amusement or fun.
- An activity involving physical exertion and skill in which an individual or team competes against another or others for entertainment.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
GROUP DEBATE
As we know, esports is not classified as a sport by the UK government. The class will split into two sides:
- For - reasons why esports should be considered a sport
- Against - reasons why esports should not be considered a sport
- Skill and training required
- Physical vs mental activity
- Audience size and popularity
- Regulation and fair play
- Tradition and public perception
Debate Rules:
- Work in your groups for 5 minutes to prepare your arguments.
- Each side will present their case.
- After both sides, we’ll open the floor for questions and counter-arguments.
- The class will vote on the most convincing case.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
JUST IN CASE..
Did any of you consider the emergence of Virtual Reality in your reasons to consider esports a sport? That's pretty physical...
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
WHAT DOES THE UK GOVERNMENT DO FOR SPORT?
The UK government helps shape sport policy and provides funding through departments such as the DCMS (Department of Culture, Media and Sport). It works to:
- Encourage participation in sport and physical activity.
- Support elite performance (e.g. Team GB at the Olympics).
- Ensure fairness, safety, and inclusivity in sport.
- Link sport to wider goals like health, education, and community development.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
TL;DR THE DCMS PROVIDES FUNDING TO SPORTS IN UK
The UK Government funds sport through the DCMS. However the DCMS does not usually give money directly to teams or athletes. Instead it mainly funds two major organisations that distribute money across the sports sector: Sport England (grassroots/community) and UK Sport (elite). Additionally the DCMS provide:
- Oversight of National Lottery funding for sport*
- Direct programmes and event funding
- Strategic policy, governance and regulatory influence
- This program is outsourced and delivered by the Football Foundation, but the DCMS sets the policy, goals, funding envelope and timeline. It's their project, they own and fund it directly. Now, imagine you want to launch and maintain an esports venue in Medway, access to that funding would be pretty useful!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
THE NATIONAL LOTTERY HAS FUNDED ESPORTS PROJECTS
The National Lottery Fund has supported esports activations at least three times, mainly through youth, education, and community funding rather than sport funding:
- Esports Wales
- Esports Wales lists the National Lottery as one of its partners/funders supporting its work and The Esports Academy in North Wales.
- Dragons Rugby Football Club
- National Lottery funding was awarded to support an inclusive esports initiative with Dragons RFC aimed at schools and youth groups in Blaenau Gwent (£20,000 grant).
- Rotherham United Esports School
- A National Lottery Awards for All grant was given to Rotherham United Esports for an “Esports School” project.
In short: Esports can access public funding in the UK, but usually through youth, digital skills, or community regeneration schemes, not because it is officially recognised as a sport. A further example is The Wired Lobby (Middlesbrough), which received local council funding via a UK Government regeneration programme, not sports funding.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
WHY DOESN'T THE UK GOV. CONSIDER ESPORTS A SPORT?
UK Government (DCMS) position The Department for Culture, Media & Sport (DCMS) recognises esports as an important, growing activity within the creative industries. However, it does not classify it as a sport. Their reasoning: esports does not align with the definitions of sport used by Sport England/UK Sport, which both require a degree of physical activity and fitness. Instead, DCMS treats esports as part of the creative/tech sector (similar to video games, digital innovation, media).
Sport England’s position Sport England explicitly bases its stance on the Council of Europe’s 2001 definition of sport, which requires “all forms of physical activity” aimed at improving fitness, well-being, social ties, or competition. They argue that esports in its current form does not meet the physical activity threshold, even though it clearly delivers on competition and social connection.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
WHY SHOULD WE EVEN CARE ABOUT CLASSIFICATION:
A number of reasons, including:
- More accessible public funding for grassroots teams, tournaments & local gaming hubs
- Stronger educational pathways (GCSE, A-levels, T-levels, V-Levels, Degrees)
- Economic growth & jobs through UK-hosted events
- Player protection & governance (contracts, welfare, integrity)
- Talent visas making global recruitment and UK events easier/safer to host
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
ONE REASON: ESPORTS TEAM FACILITIES!
Generally speaking, larger esports teams often invest in their own training facilities, with or without Government support depending on the country. They can get all the big sponsors, but what about the little guys? In the UK, Team Endpoint (based in Sheffield), is one of the most recent examples. Their facility, also featuring "Praccrooms", is not only used by their players but also rented out to other teams for bootcamps. Alongside training spaces, they provide accomodation, catering, and media rooms - creating a full professional environment for visiting teams from all over the world.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
DO ALL CLASSIFIED SPORTS RECEIVE FUNDING?
Many of those sports classified by the government don't actually receive sports funding. This is especially true if they are not:
- Olympic/Paralympic sports
- Not a government strategic priority
- Don’t have large participation numbers.
14,500 attended the League of Legends Worlds event in London!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
OLYMPICS AND ESPORTS
Technically, esports is not actually an official Olympic sport. What you’ve probably seen is the Olympic Esports Series / Olympic Esports Week, which the IOC (International Olympic Committee) launched in 2021-2023. These events showcased esports-style competitions (chess, cycling simulators, archery games, etc). The IOC calls them “esports” but they are virtual versions of existing Olympic sports, not titles like League of Legends, Valorant or CS2. In July 2024, the International Olympic Committee (IOC) approved the creation of the Olympic Esports Games - set to take place every two years - but this is still separate from the Summer and Winter Olympics, meaning it's not an official Olympic Game in the traditional sense. The first edition is scheduled for 2027 in Riyadh, Saudi Arabia. The IOC are exploring esports to attract younger audiences, but they’ve stopped short of granting esports full Olympic sport status.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
SO WHAT'S THE REAL ISSUE HERE?
What we already know:
- Esports games are owned by the developers and publishers, so there’s no single independent governing body.
- This makes funding, regulation, and player protection harder than in traditional sports
- Some games include violent content, which conflicts with Olympic values
- Governments and the IOC still work with esports to reach younger audiences
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 4
PLENARY
Going around the room, if you get an answer wrong we restart!
- What does DCMS stand for?
- Department for Digital, Culture, Media and Sport
- According to Sport England, why does esports not meet the definition of a sport?
- It doesn’t involve physical activity.
- What’s one benefit countries that host esports tournaments have seen by classifying esports as a sport?
- It allows the creation of Esports Visas to help players travel and gain entry to the country.
- What is one reason esports isn’t included in the Olympics?
- Many top titles involve violence or commercial IPs
- What is the role of the DCMS in relation to sport in the UK?
- It shapes sport policy and funds sport through groups like Sport England and UK Sport
- What’s the name of the UK esports team with its own training facility?
- Endpoint
- Why do we care if esports is classified as a sport?
- It opens up access to public funding like the grassroots facilities programme
- What kind of activities are considered sports by the UK Government but might seem surprising?
- Darts, Model Aircraft Flying, Pickleball, Parkour
ESPORTS
INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 5
LEARNING INTENTIONS
- Define what a national governing body is in the context of esports and traditional sport.
- Describe the role and aims of the British Esports Association.
- Compare the difference between a not-for-profit and commercial organisation.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 5
BRITISH ESPORTS - THE UK NATIONAL BODY FOR ESPORTS
A National Governing Body (NGB) in sport or esports is an organisation that helps organise, promote, and develop an activity across the country. Each traditional sport in the UK has an NGB e.g. the FA for football. QUICK TASK The National Governing Body for esports in the UK is the British Esports Association (BEA). In a word document, research and describe in 1 or 2 paragraphs (250-400 words), who the BEA are and what they do. You can use the BEA webste to help you! It's important to recognise that a national governing body, in name, doesn't mean government backed or funded. They usually work independently from the government, but they can influence policy, work with partners, and represent their country in international events.
INTRODUCTION TO ESPORTS
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LESSON 5
CONFUSING? HERE'S A QUICK BREAKDOWN
UK Government department
- DCMS (Department for Culture, Media and Sport) - Oversees sport, major events, esports, creative/cultural industries.
- UK Sport - Elite sports, Olympic and Paralympic sport. They distribute government funding.
- The FA (football) - Governing body for English football.
- British Esports Association - Recognised body for esports in the UK.
- Each sport has an NGB e.g. British Cycling, England & Wales Cricket Board, RFU, etc.).
- Sport England - grassroots participation and facilities (England).
- Sport Scotland, Sport Wales, Sport NI - equivalents for the devolved nations.
INTRODUCTION TO ESPORTS
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LESSON 5
INDIVIDUAL TASK - COMMERCIAL VS NOT-FOR-PROFIT
Read the statement: "Most national and government bodies in sport/esports are not-for-profit, including British Esports, UK Sport, and Sport England." Research, discuss and answer the questions:
- What does being not-for-profit mean?
- Why might it be important for organisations like British Esports to be non-profit?
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INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
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LESSON 6
LEARNING INTENTIONS
- Identify different methods of sharing live esports content with audiences, comparing the advantages and disadvantages of each
- Understand the general structure and support offered by at least one esports team
- Describe the four types of esports events, naming the different tournament formats most commonly used.
INTRODUCTION TO ESPORTS
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LESSON 6
STARTER TASK
- Discuss with the person next to you:
- What is seeding and what is the importance of its use in esports?
INTRODUCTION TO ESPORTS
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LESSON 6
HOW ESPORTS IS VIEWED
Esports
- Broadcast mainly online (Twitch, YouTube).
- Free-to-watch and globally accessible.
- Highly interactive (live chat, polls, overlays).
- Often Pay-Per-View (PPV) for major fights.
- Shown on television and streaming platforms.
- Audience usually pays directly for premium events.
- Historically broadcast on television.
- Recently moving into streaming services (Amazon Prime, ESPN+, DAZN).
- Hybrid model: TV + online streaming.
INTRODUCTION TO ESPORTS
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LESSON 6
INDIVIDUAL TASK
Why is esports most suitable for streaming platforms like Twitch or YouTube, compared to traditional sports? Think about:
- The audience (who watches and how they engage)
- Accessibility (cost, devices, global reach)
- Interactivity (chat, live reactions, community)
- Duration of games
- Culture of gaming vs. culture of traditional sports
- How might you adapt an esports match to be suitable for television?
INTRODUCTION TO ESPORTS
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LESSON 6
UK AND GLOBAL ESPORTS TEAMS
Competitive Rosters
Support Staff
Facilities & Infrastructure
Commercial & Brand
Esports teams like Fnatic, Endpoint, Team Liquid, Cloud9, and T1 provide far more than just a jersey and a paycheck. They build ecosystems around players - covering finances, training, health, and career growth - mirroring traditional sports clubs but tailored for the digital era. Players often get noticed through strong performances in practice matches (PCWs) and official events. Developing a personal brand - and a bit of confidence - can make you more recognizable as a player, but it’s important to balance that ego so it doesn’t overshadow teamwork and growth. It's important to remember that anyone can create an esports team, but the higher you go, the less work you probably do. Why? Staff are hired as specialists in various departments. Here's a question, how were you introduced to a traditional sport? How was it different to a traditional sport like football growing up?
INTRODUCTION TO ESPORTS
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LESSON 6
INDIVIDUAL TASK
Write a short report (or presentation slide) on a selected team:
- Games Played
- What esports titles does the team compete in?
- Are they known for any particular game?
- Player / Team Characteristics
- Describe the key characteristics that define the players and team, such as playstyle, communication, teamwork, leadership, motivation, attitude under pressure, and individual skill levels. Consider how these traits influence their overall performance and success in competitions.
- Coaching and Support Staff
- What support roles exist in the team (coaches, analysts, managers, psychologists, etc)?
- How do they help players improve or stay healthy?
- Facilities and Bootcamps
- Does the team have its own training facility, HQ, or bootcamp space?Where is it based?
- Sponsors and Commercial Partners
- Who are the main sponsors? How might this help the team (money, gear, promotion, etc.)?
INTRODUCTION TO ESPORTS
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LESSON 6
UK AND GLOBAL ESPORTS TOURNAMENTS
Online Events
Played remotely, accessible and cost-effective, often used for qualifiers.
In esports, events are typically placed in one of four categories: Online, offline, Hybrid and live. Tournament platforms such as Challonge and Battlefy exist to facilitate the process of running a tournament. These platforms support numerous tournament formats including swiss, leagues, single and double elimination brackets, round robin and more.
Offline Events
Players compete in the same venue; delivers the highest production value, atmosphere, and competitive integrity.
Hybrid Events
Usually the climax of a tournament or a special one-off show, providing a polished spectator experience.
Pictured: EPIC LAN (Offline Event)
Live Events
Usually the climax of a tournament or a special one-off show, providing a polished spectator experience.
INTRODUCTION TO ESPORTS
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LESSON 6
INDIVIDUAL TASK
Briefly describe the different types of esports events including Online, Offline and Hybrid Events. Research existing examples of tournaments that have happened to support your writing. Next, research and describe the following tournament formats. You should include an image or diagram of each tournament format to support your writing:
- Swiss (this one will be challenging)
- Group Stage
- Single Elimination Bracket
- Double Elimination Bracket
- Leagues
- Explain the benefit of Brackets from a viewers perspective!
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INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
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LESSON 7
LEARNING INTENTIONS
- Identify and describe the different forms of cheating in esports
- Examine the challenges involved in regulating cheating within the esports industry
- Investigate key organisations and initiatives that aim to prevent and address cheating in esports, evaluating their effectiveness and impact.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 7
STARTER ACTIVITY
Matching activity on the type of events from lesson 6, maybe with some advantages or disadvantages thrown in.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 7
Whilst watching: What do you think the challenges of preventing cheating in esports tournaments are?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 7
TYPES OF "CHEATING" IN ESPORTS
There are several types of cheating in esports, inside and out:
Performance Enhancement
Account & Identity Abuse
Collusion & Match-Fixing
Hardware & Software Manipulation
In-Game Cheats
- Aimbots / Triggerbots
- Wallhacks
- Map Hacks
- Scripting / Macros
- Exploits / Glitches
- Smurfing
- Account Boosting
- Impersonation
- Drug Use
- Outside Assistance
- Controller Mods
- Network Manipulation (Lag Switching / DDoS)
- Driver / Software Hacks
- Throwing Matches
- Ghosting / Stream Sniping
- Collusion
In 2015, Valve issued lifetime bans to six professional Counter-Strike: Global Offensive players for their involvement in a match-fixing scandal. While the bans prevented them from competing in Valve-sponsored CS:GO events, the players were later able to resume their careers in Valorant, Riot Games’ tactical shooter.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 7
QUESTIONWHY MIGHT SOMEONE RESORT TO CHEATING?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 7
WHY DO PEOPLE CHEAT IN ESPORTS?
- Peer Pressure - Encouraged or influenced by others.
- Competitive Advantage - To get ahead of the competition.
- Financial Gain - Belief that the rewards outweigh the risks.
- Reputation & Ego - Protecting a winning streak or personal status.
- Desire to Win - Willing to take risks because victory is seen as worth it.
- “Level the Playing Field” - Feeling pressured to cheat if others are doing it.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 7
INDIVIDUAL TASK
Esports is a fast-growing global industry - but how do we make sure it’s fair? The 2015 case mentioned previously highlights one of esports’ biggest challenges: the lack of a universal governing body means bans often apply only within a single publisher’s ecosystem, making it difficult to enforce consistent punishments across different games and competitive scenes. Your challenge is to research and explain how esports is regulated to prevent cheating and protect players, teams, and competitions.
- How developers fight cheating (e.g. anti-cheat software like Riot Vanguard, Valve Anti-Cheat, Easy Anti-Cheat)
- The role of regulatory bodies like:
- ESIC (Esports Integrity Commission)
- WADA (World Anti-Doping Agency)
- Examples of cheating and/or match-fixing scandals
- Why integrity matters for the future of esports
- How is this different or similar to traditional sports?
- What happens when esports isn’t regulated properly?
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INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 8
STARTER ACTIVITY
In pairs or groups.. If you could select any location or venue to host an esports tournament in the UK (or abroad), where would it be and why? You must justify why you believe it's viable for players and/or teams attending.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 8
LEARNING INTENTIONS
- Identify how esports is classified, structured, treated and/or accepted in at least 1 other country outside of the UK.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 8
Ineresting fact: Russia became the first country in the world to officially recognize esports (“computer sport”) as a sport in July 2001.However, in July 2006, esports was removed from the national sports registry, as it no longer met the updated criteria for inclusion The sport regained its official classification in 2016, and by 2017, esports had been fully reinstated, with the Russian Esports Federation accredited and esports added back into the list of sports recognized at the national level
These articles discuss how esports is classified and treated in various countries!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 8
INDIVIDUAL TASK
Choose one country from the Esports Around the World series by Esports Insider and investigate how esports is supported, recognised, and regulated there. Use your findings to explain how this compares to the UK’s treatment of esports. You should complete this task in a Microsoft Word Document and add
ESPORTS
INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 9
STARTER ACTIVITY
Today, we’re becoming sport investigators.
- Your first mission: find your group.
- The card you received on entry decides your group.
- Look around and match your card with others - that’s your team!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 9
LEARNING INTENTIONS
- Understand the structure of at least one traditional sport and how it compares to the esports industry
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 9
Public
SECTORS IN ESPORT AND SPORT
is run or funded by the government to make activities accessible for everyone.
The sport and esports industries are made up of different sectors. Each sector has a different role in providing opportunities, facilities, and services.
Private
is profit-driven and made up of businesses like clubs, gyms, or game publishers.
Voluntary
relies on communities and volunteers to provide opportunities at a local or grassroots level.
Tertiary
includes schools, colleges, and universities that support learning, skills, and pathways.
Public/Private Partnerships
combine government support with private investment to deliver bigger projects or events.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 9
GROUP TASK - THE STRUCTURE OF TRADITIONAL SPORTS
In groups of 3–4, choose a traditional sport to investigate. Use what you’ve learned about the esports and sports industry to help. Your investigation should include:
- Organisation & Pathways: How is the sport structured in the UK? How are people introduced to the sport? What is the “path to pro” from grassroots to elite level?
- Competitions & Formats: What types of tournaments or leagues exist? How are national teams chosen? Is the sport in the Olympics?
- Governing Bodies: Which organisations run or regulate the sport? Think about national bodies (e.g. Sport England, Sport Wales) and the role of DCMS. Who makes the rules?
- Media & Audiences: How is the sport viewed by fans (TV, streaming, pay-per-view)? How does this compare with esports broadcasts?
- Change & Growth: How has the sport developed over time? Is it quick to change, or does it stay traditional?
- Comparison to Esports: Identify 1–2 similarities and 1–2 differences between your chosen sport and esports. What could esports learn from traditional sport? What could sport learn from esports?
- Create a short PowerPoint presentation to share your findings at the end of the lesson.
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INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 10
STARTER ACTIVITY
- What do you want to do after you finish this course?
- Where do you see yourself in...
- 1-2 years?
- 3-5 years?
- 5-10 years?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 10
LEARNING INTENTIONS
- Research and explain a range of career pathways in Esports
- Discover the different progression routes within Esports
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 10
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 10
REMEMBER, ESPORTS IS GLOBAL
Just because a tournament happens in the UK, doesn’t mean that the company behind it is based here. Employers can be local, national, or international - esports opportunities may even take you abroad.
- Contracts & Work Types
- Not all esports companies offer full-time jobs.
- Many roles are project-based contracts with specific deliverables.
- This means you may need to manage your own taxes and freelance-style work.
- Example: Commentators
- May be hired for one event, a full season, or in some cases, full-time.
- The type of contract often depends on the role and the organisation.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 10
CAREERS INFORMATION
Some sources for career information within esports include:
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 10
INDIVIDUAL TASK
Choose 3 different careers in esports and create resources (e.g. a leaflet for a careers fair) that explain each role.
- Your resource must descriptions of the following:
- Career
- Pathway
- Progression Route
- Skills & CharacteristicsWhat’s needed to do the job well, and what makes someone excel.
- Links to help:
- Pearson Careers
- British Esports
Career
Pathway
Progression Route
What the actual job is.
How you get into that career.
How you move up or advance in that career.
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INTRODUCTION TO ESPORTS
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 11
STARTER ACTIVITY
- What do you want to do after you finish this course?
- Where do you see yourself in...
- 1-2 years?
- 3-5 years?
- 5-10 years?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 11
LEARNING INTENTIONS
- Understand how to plan and structure a career development action plan
- Determine the importance of SWOT in identifying gaps in experience
- Identify a number of professional development opportunities
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 11
WHAT IS A CAREER DEVELOPMENT ACTION PLAN
A Career Development Action Plan (CDAP) is your personal roadmap. It helps you define your goals, milestones, and the steps to get where you want to be. It is ultimately your plan and your responsibility, but creating an Action Plan will help to stay motivated and on track.
path
How do you get there?
destination
Where do you want to be?
today
Where are you now?
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 11
PLANNING YOUR CAREER PATH
- Establishing your Career Goal
- This is vital to ensuring you have a clear, specific and realistic plan in place.
- Your Strengths & Weaknesses
- Recognising your positive / negative aspects as a person and acknowledging your skills and weaknesses to impROVE that can be used to achieve your goals. Looking at job and person specifications can be useful too, as it will help identify gaps in your abilities!
- Timescales
- Your goals and actions need to be done in a timely manner and have a manageable timeframe if it is a larger project.
- Ongoing
- Your aspirations and goals will always change, so be sure to review your plans and pivot them if your path changes.
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 11
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 11
PROFESSIONAL DEVELOPMENT
There are many activities that can be done to add to your 'portfolio' and learn the skills needed to achieve your career goals:
- Work Experience
- Short-term placement in a job environment to gaiN experience and
- Shadowing
- Assisting someone in the role you wish to enter, to see and experience the real-world experience of that job.
- Educational
- Additional courses for the purpose of gaining specific /specialist knowledge to your subject area
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 11
INDIVIDUAL TASK
- Select 1 of your three careers researched in the previous lesson.
- Search for a gaming or esports job advert that matches this career.
- Complete the Career Development Action Plan Worksheet.
Here's a generic example to get you started!
INTRODUCTION TO ESPORTS
ESPORTS
LESSON 2
THE STRUCTURE OF ESPORTS - 10 PILLARS
U1A1 TASK 2You must include: Descriptions of at least two esports teams (who they are, what games they play, notable achievements). Descriptions of at least two esports tournaments (game, format, location, scale, prize pool). Descriptions of multiple esports genres (FPS, MOBA, Battle Royale, RTS etc with examples). To aim higher, also include: Explanation of why different teams, tournaments, and genres appeal to different audiences (age, gender, region, platform). Evaluation of which methods of appeal work best and why (supported with examples).
Video Game Industry
Education
Players and Teams
Tournaments
Broadcasts
Money (including Sponsors & Investors)
Government. National Governing Bodies. Sport Councils (Traditional).
Regulatory Bodies
10
International
Communities / Audiences
U1A1 is essentially putting this slide into your own words, expanding on each pillar to describe some of the specific organisations involved - highlighting any challenges along the way e.g. why it's difficult to regulate esports. You then explore how esports is treated in other countries, followed by comparing it to the structure of sport. You can find a comparison in almost every pillar e.g. traditional sport has much more revenue made through ticket sales due to how epsorts is always physical.
The UKIE are the Trade Body for the Video Game Industry in the UK. Developers and publishers create the games that become esports, and often run or licence the biggest tournaments. PEGI is the official age rating system in UK.
Professional and amateur players compete in esports, from grassroots events to world championships. Esports teams sign and train players, compete in tournaments and build fanbases - often backed by sponsors and investors.
Sponsorship, advertising, merchandise, and ticket sales bring in most of the money in esports. Investors also fund teams, tournaments, and organisations to grow the scene.
Groups like ESIC (Esports Integrity Commission) and WADA (World Anti-Doping Agency) help prevent cheating, doping, and match-fixing, keeping esports fair. There are challenges however, given the nebulous nature of the esports industry.
Take stock of where you are now by recognizing your strengths and weaknesses. Acknowledge your positive traits, the skills you already have, and the areas you need to improve. Use your end goal to guide what to focus on, and remember that life experiences can provide valuable insights too.
step 1
10
Fans are central to esports, from watching streams to creating content and running grassroots tournaments. A strong community helps games and events grow in popularity.
Bootcamp houses or training facilities with high-performance PCs, gyms, and recovery spaces. Content creation studios to build the team’s brand and player visibility.
Esports are typically streamed online through platforms like Twitch or YouTube. Broadcasts create huge audiences and generate advertising revenue.
10
Fans are central to esports, from watching streams to creating content and running grassroots tournaments. A strong community helps games and events grow in popularity.
Organisations such as British Esports aim to grow esports nationally, support grassroots programmes, and represent their country internationally.
The UKIE are the Trade Body for the Video Game Industry in the UK. Developers and publishers create the games that become esports, and often run or licence the biggest tournaments. PEGI is the official age rating system in UK.
Global organisations like the Global Esports Federation (GEF) or IOC (Olympic Committee) discuss esports on the world stage and connect different countries’ approaches.
Global organisations like the Global Esports Federation (GEF) or IOC (Olympic Committee) discuss esports on the world stage and connect different countries’ approaches.
Professional and amateur players compete in esports, from grassroots events to world championships. Esports teams sign and train players, compete in tournaments and build fanbases - often backed by sponsors and investors.
Multiple rosters across different games (e.g. Fnatic in League of Legends, VALORANT, CS2). Each roster typically has 5-6 core players, substitutes, and sometimes academy teams.
Influencers/Streamers - Focus on monetisation limits, needing consent to post content, and restrictions on revenue.
Tournament Organisers - Think about entry fees, prize caps, no sponsorships, and public disclosure of money.
Groups like ESIC (Esports Integrity Commission) and WADA (World Anti-Doping Agency) help prevent cheating, doping, and match-fixing, keeping esports fair. There are challenges however, given the nebulous nature of the esports industry.
Sponsorships, merchandising, and media deals fund much of the organisation. Players often participate in streams, brand campaigns, or community events.
Competitions include online and offline (lan) events. From regional events like Insomnia Gaming Festival, to global events like The International. They provide prize money, prestige, and entertainment.
Your Action Plan is a living document. Break your journey into measurable goals and timelines to stay motivated and on track. Regularly review and adjust as your aspirations evolve - being flexible ensures you can pivot and continue moving forward when your path changes.
Step 3
Competitions include online and offline (lan) events. From regional events like Insomnia Gaming Festival, to global events like The International. They provide prize money, prestige, and entertainment.
Esports are typically streamed online through platforms like Twitch or YouTube. Broadcasts create huge audiences and generate advertising revenue.
Head Coach & Analysts. Performance Coaches including physical and nutrition. Sports Psychologists to manage stress, confidence, and teamwork. Team Managers oversee logistics like travel, schedules, and housing.
Sponsorship, advertising, merchandise, and ticket sales bring in most of the money in esports. Investors also fund teams, tournaments, and organisations to grow the scene.
Players/Teams - Consider how prize limits, entry fees, and smaller events affect your opportunities.
Organisations such as British Esports aim to grow esports nationally, support grassroots programmes, and represent their country internationally.
Define a clear and realistic career goal. Explore potential career pathways and identify transferable skills that will increase your hirability across roles, including those in esports. Having a focused destination will give your plan purpose and direction.
step 2
Sponsors - Think about being unable to advertise, support events, or get exposure through tournaments.
Esports is now taught in schools, colleges, and universities through courses, clubs, and competitions like the British Esports Student Champs. It helps develop skills for careers in esports, gaming, and wider industries such as media.
Esports is now taught in schools, colleges, and universities through courses, clubs, and competitions like the British Esports Student Champs. It helps develop skills for careers in esports, gaming, and wider industries such as media.
Fans/Spectators - Look at ticket prices, lack of sponsors/merch, and how small events might affect your experience.