Pearson
    Level 5
    QN: 610/3125/2
    Curriculum Active

    Pearson BTEC Level 5 Higher National Diploma in Esports

    Official qualification regulated by Ofqual, awarded by Pearson. Classified as a Other Vocational Qualification. Total guided learning hours: 1860 hours.

    Qualification Level
    Level 5
    Awarding Body
    Pearson
    Syllabus Units
    30 Units
    Guided Hours
    1860 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

    Content Creation

    Verified
    Key Learning Objectives:
    • Explore the purpose of content and format used in the esports industry.2.
    • Prepare a content creation plan for a small online campaign using industry-standard procedures.3.
    • Produce assets to use in an online campaign using industry-standard techniques.4.
    • Evaluate the assets created for an online campaign in response to targeted audience feedback and self-reflection.
    5

    Creative Direction and Narratives

    Verified
    Key Learning Objectives:
    • Discuss how creative narratives and direction are used in existing esports media products to communicate intentions.2. Define a creative narrative and direction for an esports media product based on research that communicates intentions.3.
    • Plan the direction of an esports media product that will communicate a defined creative narrative.4.
    • Develop a directorial portfolio of pre and post production materials that illustrates a creative narrative and direction for an esports media product.
    6

    Emerging Technologies

    Verified
    Key Learning Objectives:
    • Evaluate the impact of key emerging technologies for improving esports performance.2.
    • Investigate the contribution of an emerging technology as a tool to support esports organisations and/or events.3.
    • Assess the importance of legal, ethical and societal implications when selecting emerging technologies in an esports organisation.4.
    • Discuss feasibility and sustainability factors when adopting emerging technologies in an esports organisation.
    7

    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.
    8

    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.
    9

    Esports Research Project

    Verified
    Key Learning Objectives:
    • Examine various research methodologies and approaches as part of the research process to maximize research impact.2.
    • Develop a research proposal, including a supporting literature review, relevant to the esports sector.3. Conduct and analyse research relevant to esports to generate findings for key stakeholders.4.
    • Communicate the outcomes of a research project that meet the project aim to identified stakeholders.
    10

    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.
    11

    Event and Production Financing

    Verified
    Key Learning Objectives:
    • Analyse the financial aspects of esports events and productions, for improving profitability.2.
    • Develop a financial plan for an esports event or production, considering relevant regulations and contractual obligations.3.
    • Evaluate income generation opportunities for esports events, to maximise income.4.
    • Analyse techniques to monitor and control expenses throughout the lifecycle of esports events or productions.
    12

    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.
    13

    Game Analytics and Statistical Insights

    Verified
    Key Learning Objectives:
    • Investigate the purpose and impact of game analytics for individuals, teams and organisations in esports.2.
    • Explore the key components of game data collection methods and statistical techniques used to gather data when analysing individual or team performance.3. Conduct in-game analysis for an individual or team in esports to enhance future performance.4.
    • Report feedback and insights to an individual or team in esports providing future recommendations.
    14

    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.
    15

    Global Business and Emerging Markets

    Verified
    Key Learning Objectives:
    • Analyse emerging trends in the global esports market, and their implications for future prospects for businesses.2.
    • Investigate, with the use of market research, emerging global esports markets in terms of growth potential.3.
    • Develop a comprehensive global business strategy for an esports organisation that meets business needs.4.
    • Evaluate the impact of globalisation on organisations in the esports industry to mitigate challenges faced.
    16

    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.
    17

    High-Performance Environments

    Verified
    Key Learning Objectives:
    • Investigate areas of improvement within esports in relation to factors of esports performance.2.
    • Apply a holistic needs assessment on an esports environment to support an organisation’s performance.3.
    • Develop a proposal for a high performance environment for an esports organisation.4.
    • Evaluate environmental factors that support optimising an esports organisation’s performance.
    18

    Inclusive Coaching and Special Populations

    Verified
    Key Learning Objectives:
    • Discuss the potential barriers special populations may face when participating and competing in esports.2.
    • Investigate a variety of planning requirements and considerations when coaching special populations.3.
    • Review the scope of esports provision and coaching programmes for special populations.4. Design an inclusive esports coaching session for a special population designed to improve performance.
    19

    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.
    20

    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.
    21

    Professional Development

    Verified
    Key Learning Objectives:
    • Evaluate a range of interpersonal and transferable communication skills for personal development planning in the esports industry.2.
    • Apply critical reasoning and problem solving in the design and delivery of an esports seminar.3.
    • Discuss the importance of team working and the impact of effective leadership in different esports environments.4.
    • Examine the need for continuing professional development (CPD) and its role within the esports industry for higher-level learning.
    22

    Set Design

    Verified
    Key Learning Objectives:
    • Apply design principles and techniques to create visually appealing and functional esports sets.2. Incorporate branding elements and team-specific aesthetics into esports set design.3.
    • Integrate interactivity, augmented reality, sustainability, and eco-friendly practices into esports set design.4.
    • Identify collaboration opportunities with technical teams to seamlessly integrate lighting, audio, and video systems in esports sets.
    23

    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.
    24

    Social Landscape and Community Dynamics

    Verified
    Key Learning Objectives:
    • Discuss various communities within the esports ecosystem, based on their distinctive attributes, functions, and roles.2.
    • Investigate the social dynamics and structures shaping esports communities.3.
    • Assess social factors influencing community formation and development in the esports industry.4.
    • Evaluate the impact of communities on player engagement, fan culture, and esports organisations.
    25

    Social Media Management

    Verified
    Key Learning Objectives:
    • Analyse the key concepts, features, and uses of social media in relation to esports stakeholders.2.
    • Discuss the role of social media management, and the impact of content on an esports audience.3. Design an esports social media strategy, based on an esports client need, and audience research.4.
    • Prepare a content plan in response to an esports brief.
    26

    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.
    27

    Team and Player Psychology

    Verified
    Key Learning Objectives:
    • Examine the role of psychology in the development of esports performers.2.
    • Discuss how coaches can influence the psychological readiness of esports performers.3.
    • Explore the psychological state of an esports individual or team.4. Deliver a psychological skills training programme to improve esports performance.
    28

    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.
    29

    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.
    30

    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)
    610/3125/2
    Regulated Status
    Available to learners
    Awarding Body
    Pearson
    Qualification Type
    Other Vocational Qualification
    Operational Start
    Jan 2024