I provide resources ranging from full lessons to full unit bundles for BTEC Business Studies alongside GCSE Computing. I currently work as a Further Education Business Lecturer, Standards Verifier and Examiner for a large awarding body.
I provide resources ranging from full lessons to full unit bundles for BTEC Business Studies alongside GCSE Computing. I currently work as a Further Education Business Lecturer, Standards Verifier and Examiner for a large awarding body.
This full lesson covers B1 Brand Planning and Content for a Brand Activation Brief of BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
Brand activation plan for a brand activation brief, e.g.:
o scope and parameters
o target market
o objectives
o client and target market needs:
– research and scoping
– concept visuals and drafts
– budget and timescales.
• Brand activation content, e.g.:
o logos and variants of these for different applications
o websites
o social media pages
o applications
o designs for associated merchandise, such as gaming chairs, t-shirts.
This full lesson covers BTEC Level 3 eSports Unit 1: Introduction to eSports A1 Organisation and Structure of UK eSports, including;
• Definition of esports and its classification under UK law.
• Involvement of the UK Government, e.g. Department for Digital, Culture,
Media & Sport (DCMS).
• British Esports Association.
• Esports and the wider video game industry.
• The Association for UK Interactive Entertainment (Ukie).
• The National University Esports League (NUEL).
• National Student Esports (NSE).
• Commercial versus not-for-profit organisations.
• Tournament organisers, e.g. ESL, Gfinity, epic.LAN, GAME/Insomnia
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players B3 Signs and Symptoms of Poor Physical Fitness and Wellbeing, including;
Physical signs and symptoms:
o reduced sleep or negative sleep patterns
o poor hygiene
o poor diet, including negative calorie intake or poor food choices
o decreased personal interests.
• Psychological signs and symptoms:
o reduced motivation
o decreased self-confidence and self-esteem
o difficulties in personal relationships
o increased emotional stress
o increased irritability and lack of patience
This full lesson covers C3 of Unit 3: Enterprise and Entrepreneurship in the Esports Industry, including;
Content of the marketing message and timelines.
• Selection of an appropriate marketing mix (product, price, place, promotion).
• Promotional mix,
• The Ansoff Matrix
• Merchandising.
• Branding
• Ecommerce
• Networking within the esports ecosystem
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players B1 Types of Physical Fitness for an eSports Player, including;
Aerobic endurance: the ability of the cardiorespiratory system to work efficiently,
supplying nutrients and oxygen to working muscles during sustained physical activity.
• Muscular endurance: the ability of the muscular system to work efficiently, where a
muscle can continue contracting over a period of time against a light to moderate fixed
resistance load.
• Flexibility: having an adequate range of motion in all joints of the body; the ability to
move a joint fluidly through its complete range of movement.
• Muscular strength: the maximum force that can be generated by a muscle or muscle
group.
• Agility: the ability to quickly and precisely move or change direction without losing balance
or time.
• Balance: the ability to maintain centre of mass over a base of support.
• Coordination: the smooth flow of movement needed to perform a motor task efficiently
and accurately.
• Reaction time: the time taken to respond to a stimulus and initiate a response.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players A4 Categories of eSport Players, including;
Young people.
• People aged over fifty.
• People with a medical condition.
• People at risk of social isolation.
• People with a disability.
• People from different ethnic/cultural backgrounds.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players C2 Measuring Wellbeing, including;
• Warwick-Edinburgh Mental Wellbeing Scale (WEMWBS).
• One-to-one discussions with:
o health professionals:
– doctors
– psychologists
– counsellors
o significant others:
– family
– partners
– tutors
– coaches.
• Lifestyle indicators:
o consistency of emotions
o emotional resilience
o desire to succeed
o open communication
o social interactivity
o health status
o ability to cope with change
o self-care
o workplace health.
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players C3 Validity and Reliability, including;
• Validity and reliability, including:
o sample size
o number and suitability of references to publications
o use of peer review
o use and misuse of practice/data: extracting or misquoting data
o authenticity: date of publication, author/source of information/article(s).
• Validity of conclusions identified and relevance to the purpose of the assessment.
• Evidence to support conclusions/claims made.
This full lesson covers BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players C1 Health Monitoring Assessment, including;
Blood pressure.
• Heart rate monitor: radial/carotid pulse.
• Hip-to-waist ratio.
• BMI calculation.
• Bioelectrical impedance.
• Health screening questionnaire:
o alcohol consumption
o typical daily diet
o fluid consumption
o sleep
o physical activity.
This full lesson covers A2: Brands as Assets for eSports Teams for BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
Value of a brand: the total financial value of a brand.
• Brand equity (positive and negative): the differential effect that knowing the brand name
has on a fan’s/follower’s/customer’s response to the brand and its marketing, the value of
your brand beyond physical assets.
• Customer equity: the value of customer/fan/follower relationships that a brand creates.
• Protecting the brand: legal issues such as trademark registration, copyright, patent
registration/IP (intellectual property)
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A3: The Benefits and Limitations of Branding for an eSports Team for BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
differentiates from the competition and targets specific markets
o increases customer/fan/follower engagement, market reach and sales
o increases customer/fan/follower loyalty and customer/fan/follower advocates
o can command premium prices/higher prices than non-branded products or services
o reduces price sensitivity
o increases value of the esports team
o makes consumer choice and ability to recognise teams easier
o strong brand awareness leads to high sales and high market share
o increased power in the esports industry
o brand portfolios allow esports teams to compete in many different marketplaces with
a range of product lines or services.
• Limitations of branding:
o may take years to build a brand
o high cost of promotion, keeping brand in the customers/fans/followers view
o brands invite competition and copycats
o high cost of research and development in ensuring brand continues to develop and
lead the market
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers B3 Brand Activation Techniques for BTEC Level 3 eSports Unit 3: Producing an eSports Brand, including;
Styling, presentation, art direction, immersive experiences.
• Product segmentation: by theme, promotion, event and season; across the team and its
online and offline merchandise.
• Approach: themes/stories, co-ordination, colour/style blocks, complementary/
contrasting colours, repetition, mirror imaging and triangular formulation, focal points,
branding/signage, mass display, micro-merchandising, demonstrations, fresh and relevant
products and applications.
• Imaging and online content: photography, lighting, text, image manipulation
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers B2 Spaces for Brand Activation for BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
Spaces for online merchandising, e.g.:
o digital online pop-ups, applications
o YouTube® adverts
o television adverts on specialist channels
o esports personality advertising
o social media advertising
o sponsorship of events/tournaments
o sponsorship of associated merchandise, such as avatars.
• Spaces for offline merchandising
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers B4: Communication Practice for Brand Activation for BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
• Brand activation:
o images
o experiential
o formal elements
o typography
o materials
o textures
o lighting
o scale
o use of branding
o signage.
• Non-visual communication, e.g. sound and music, atmosphere and interaction.
• Positioning and visibility, e.g.:
o online placement: above the fold, landing page or websites and applications,
consistency, accessibility, hierarchy, tournament/event spaces
o composition – vertical or horizontal.
• Ethical considerations, e.g. inclusivity, accessibility, age, vulnerable people, consent.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers C3 Production Techniques and Processes for BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
• Media:
o digital, e.g. images, colours, typography, videos, graphics, sound
o physical associated merchandise fabric, design, ready-made objects.
• Methods of creation:
o design software, e.g. InDesign®, Photoshop®, vector images, Raptor
o multimedia software: video, interaction
o printing processes
o media and material manipulation.
• Design and brand protection, e.g. copyright, trademarks, registration.
• Produce branded mock-ups of digital content:
o apply principles of branding and style guide to produce digital branding for your
defined audience
o consider logo placement and positioning.
• Design associated branded merchandise:
o appeal to target market
o consider logo placement and positioning.
• Self-reflection and feedback from target market and whether this has met objectives,
market and team needs
This full lesson covers A1 Enterprise and Purpose for Unit 3: Enterprise and Entrepreneurship in eSports. The lesson covers;
• Different types of esports enterprises, including:
o playing: individual gamers, teams, shoutcaster, host, coaches, admin and referees
o product: managers, developers, broadcasters and producers
o analytics: analysts, coaches
o marketing: PR executives, sales and partnership managers, social media managers,
community managers, event managers
o management: agents, teams, individuals
o content: creators, publishers, journalists, streamers, distributors
o support: solicitors, statisticians, finance, player ancillary services, team logistics.
• Types of enterprise: start-up, lifestyle, social enterprise, franchise, internet only.
• Legal formats for enterprise: sole trader, partnership, limited partnership, private limited
company (Ltd), public limited company (PLC).
• Compliance: preventing fraud, law and regulations, intellectual property, copyright, HMRC.
• Purpose, e.g. to make a profit, survive, expand, maximise sales, provide a service,
being ethical, increase followers/users or increase brand awareness.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A1: Principles of Branding an eSports Team for Unit 7: Producing an eSports Brand, including;
• Branding: the elements that define the image, ethos and tone of an esports team and its
associated products or services.
• Brand: a characteristic name, symbol or shape that distinguishes a product or service from
that of another esports team.
• Brand portfolio: a collection of brands under the control of an esports team.
• Types of brand:
o esports team name and logo and variants of these for different applications and
digital content, e.g. image-based, text-based or image and text based
o product and product ranges, such as associated merchandise
o people or persons, such as the gamers.
• Use of branding:
o new brands
o brand extensions
o sub-brands
o product extension.
• Target audiences for brands.
• Consumers’/fans’/followers’ feelings about and connections with, a brand:
o brand awareness and recognition of the brand
o perceived qualities associated with the brand
o loyalty to the brand.
• Branding as part of the marketing mix (product, price, place, promotion, people,
process and physical environment).
• Esports teams including UK and globally based teams, e.g. Fnatic, Excel,
London Royal Ravens, London Spitfire, Team Dignitas
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle fully covers Learning Aim C of Unit 7: Producing an eSports Brand for Level 3 eSports, including;
C1 - Design Creation
C2 - Media and Materials
C3 - Production Techniques and Processes
This bundle of three lessons fully covers Learning Aim C for Unit 3: Personal and Business Finance.
Learning Aim C requires learners to study the purpose of accounting,covering;
The Purpose of Accounting
Types of Income
Types of Expenditure