Pearson
    Level 4
    QN: 610/3124/0
    Curriculum Active

    Pearson BTEC Level 4 Higher National Certificate in Esports

    Official qualification regulated by Ofqual, awarded by Pearson. Classified as a Other Vocational Qualification. Total guided learning hours: 960 hours.

    Qualification Level
    Level 4
    Awarding Body
    Pearson
    Syllabus Units
    16 Units
    Guided Hours
    960 hrs
    Instant access to interactive lessons, quizzes, and spaced revision.

    Course Syllabus & Study Modules

    Complete breakdown of verified curriculum topics and learning objectives.

    1

    Audio-Visual Production

    Verified
    Key Learning Objectives:
    • Discuss the role of audio-visual production within a live esports environment.2.
    • Develop an audio-visual production strategy in response to an esports brief.3.
    • Use industry standard equipment and techniques to implement an audio-visual production strategy for an esports event.4.
    • Evaluate the outcomes of an audio-visual production from an esports event.
    2

    Branding and Sponsorship

    Verified
    Key Learning Objectives:
    • Explain the importance of branding and sponsorship in the esports industry and their contribution to the success of a team, player, or organisation.2.
    • Explore different branding and sponsorship opportunities in the esports industry to develop effective proposals.3. Design a branding and sponsorship campaign that aligns with the values and goals of a team, player, or organisation.4.
    • Evaluate the ethical implications of branding and sponsorship campaigns using appropriate metrics and tools.
    3

    Coaching Practice

    Verified
    Key Learning Objectives:
    • Investigate coaching theories and models to analyse and improve performance in esports.2. Employ a range of communication and relationship management skills in coaching interactions to increase player engagement.3. Deliver a series of coaching sessions to include a range of coaching models, techniques, and psychological approaches, to support individuals and teams in achieving their objectives.4.
    • Demonstrate professionalism, ethical conduct, and self-awareness in a range of coaching practice sessions to improve player performance.
    4

    Entrepreneurial Ventures

    Verified
    Key Learning Objectives:
    • Explore the role of entrepreneurs within the context of invention, innovation and enterprise.2.
    • Identify the key drivers and influences that can impact on esports.3.
    • Develop a business plan for a given esports opportunity.4. Present an esports business plan that is supported by data-driven evidence.
    5

    Esports Ecosystem

    Verified
    Key Learning Objectives:
    • Examine the functions of key stakeholders in the esports ecosystem and the interrelation between them.2. Compare the value of the esports industry to traditional sports to highlight key differences and the potential impact on the esports ecosystem.3.
    • Analyse the challenges and opportunities for structural change in the esports ecosystem for improving sustainability and monetisation.4.
    • Explore employment opportunities within the esports ecosystem to develop a strategic career action plan.
    6

    Ethics and Fair Play

    Verified
    Key Learning Objectives:
    • Analyse ethical principles and their application in the esports industry.2.
    • Evaluate ethical dilemmas in esports, employing decision-making frameworks to make informed and responsible choices.3.
    • Develop strategies to promote fair play and positive player behaviour in esports.4.
    • Investigate ethics and integrity in esports organisations through effective stakeholder management and collaboration.
    7

    Event Planning and Delivery

    Verified
    Key Learning Objectives:
    • Review the key logistical and marketing requirements when planning an esports event.2.
    • Discuss the key logistical, technical and financial challenges when planning an esports event.3.
    • Plan and budget for an esports event for a defined target audience with specific objectives.4.
    • Implement an esports event plan and budget to meet set objectives.
    8

    Game Design Philosophy

    Verified
    Key Learning Objectives:
    • Assess the design philosophies in existing esports games and how they enhance the user experience.2.
    • Develop a design philosophy for an esports game that meets identified objectives.3.
    • Produce designs for an esports game based on a design philosophy to meet user needs.4. Pitch an esports game design based on a design philosophy and respond to audience feedback.
    9

    Governance and Legislation

    Verified
    Key Learning Objectives:
    • Analyse the key governance structures and organisations within the esports industry.2.
    • Assess the ethical considerations and challenges associated with governing competitive esports.3. Design an esports governance frame
    • work, including licensing and event organization procedures that can be used at both national and international level.4.
    • Examine strategies to promote integrity and fair competition in esports events.
    10

    On-Air Talent

    Verified
    Key Learning Objectives:
    • Examine the roles that comprise an esports broadcast and the responsibilities of each role.2.
    • Explain the phonatory system and the methods to enhance and preserve its quality.3.
    • Develop story lines relevant to a broadcast to inform a performance of an esports talent role.4.
    • Perform a live on-air talent performance, using clear communication and collaborative skills to entertain and engage an audience.
    11

    Planning an Esports Project

    Verified
    Key Learning Objectives:
    • Conduct small-scale research to investigate the growth and diversity of the esports industry.2.
    • Identify how data analytics can be used to inform esports growth and diversity.3.
    • Develop a solution for a given esports project brief.4. Present data-driven esports project findings.
    12

    Skills and Tactics Analysis

    Verified
    Key Learning Objectives:
    • Investigate the skill and tactical requirements of a high-performance athlete/team in a selected esport.2.
    • Discuss the importance of effective leadership and management when building successful esports teams.3.
    • Develop a performance profiling system to assess the key requirements of a selected esport.4.
    • Analyse the performance of a selected esports athlete/team in preparation for a competitive event.
    13

    Streaming and Broadcasting

    Verified
    Key Learning Objectives:
    • Analyse key features and functionalities of streaming platforms for effective platform evaluation and selection.2. Design a streaming workflow for an esports event in the context of streaming and broadcasting.3.
    • Implement an optimised streaming broadcast using industry standard software.4.
    • Evaluate the optimised streaming broadcast across a range of platforms and technologies.
    14

    Team Logistics

    Verified
    Key Learning Objectives:
    • Analyse how logistics, can be used to improve the operational efficiency of an esports team.2.
    • Demonstrate how the features of enterprise resource planning (ERP) software can be utilised to organise team logistics.3. Design a range of strategies for long-term financial stability and growth of esports teams.4.
    • Recommend a range of measures for sustainable practices in team logistics to increase team longevity.
    15

    Tournament Operations

    Verified
    Key Learning Objectives:
    • Review the different esports tournament formats to determine suitability for any given event.2.
    • Apply a range of decision-making principles when resolving conflicts and enforcing rules in esports tournaments.3.
    • Recommend improvements to referee training programmes and protocols to improve future tournaments.4.
    • Develop comprehensive strategies to detect and prevent cheating
    • match-fixing, and other integrity breaches in esports tournaments.
    16

    Wellbeing, Lifestyle and Health

    Verified
    Key Learning Objectives:
    • Analyse theoretical foundations of well-being, health and lifestyle for athletes during training and competition.2. Utilise analytical techniques to assess and interpret health data for esports athletes.3.
    • Explore strategies and intervention techniques to enhance well-being and promote a healthy lifestyle.4.
    • Implement well-being programmes and interventions for esports athletes to improve performance.

    Regulatory & Verification Details

    Qualification Number (QN)
    610/3124/0
    Regulated Status
    Available to learners
    Awarding Body
    Pearson
    Qualification Type
    Other Vocational Qualification
    Operational Start
    Jan 2024