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 lesson covers C5 of BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
Numbered sections.
• Consistent use of fonts, headings and page numbering.
• Layout and use of graphics, charts and diagrams.
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 C4: The Financial Plan for Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
• Financial planning.
• Classification of costs, e.g. fixed, variable, start-up, running.
• The break-even point: calculation and interpretation, including contribution.
• Sources of finance: loan, grants, owner’s capital, family and friends, shares,
investors, crowdfunding.
• Cash flow forecast.
• The predicted income statement
• Costs of promotion/marketing of the idea.
• Estimating: viability, contributing factors, requirement to update as situation changes.
• Timescales to launch and financial commitments: short, medium and long term.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers D3 Using Feedback and Reviews to Identify Changes to a Business Plan for Unit 3: Enterprise and Entrepreneurship in the eSports industry, including;
Receive feedback from pitch audience on the business plan content and perceived success.
• Use feedback from pitch audience to:
o reflect on own performance
o determine any required changes in the business plan
o reflect on own skills to include: identifying skills gaps, identifying strengths,
setting and achieving goals.
This full lesson covers D2 - Skills Used in a Business Pitch for BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
Presentation, behaviour and conduct of presenter, e.g. positive attitude, well prepared,
professional approach.
• Communication skills, e.g. using language suitable for audience, voice, variation in tone,
appropriate pace, clear and appropriate use of terminology, handling questions and
feedback courteously and appropriately, courteous closure, use of visual aids, use of
appropriate software, use of graphics and appropriate images, legibility of text.
• Consideration of needs and interests of audience, e.g. peers, team members, investor
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers B2 of Unit 3: Enterprise and Entrepreneurship in eSports. The content covers includes;
• Understanding and identifying customer behaviour, trends and needs.
• Identifying competition and unique selling point (USP).
• Investigating brand/advertising awareness.
• Helping new product and/or service development.
• Investigating feasibility of entry into new markets.
• Meeting marketing objectives.
• Identifying target market/audience of the product, fan base and consumer.
• Identifying a gap in the market.
• Identifying current market trends.
• Investigating potential demand.
• Understanding economic climate and place within the esports ecosystem.
• Identifying business risks, including a competitor analysis.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle of resources fully covers Learning Aim C of Unit 3: Enterprise and Entrepreneurship in the eSports Industry. This helps the learners to prepare for assignment 1.
This full lesson covers D1 of BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry, including;
Pitching: presenting key elements of a business plan to prospective investors, with the
intention of securing funding – know your audience, know your figures, practice.
• Methods of presenting: pre-recording, oral, visual, onscreen videos and sharing,
audio and video group calls, business and team chat apps, vlogs.
• How to respond to potential investors’ questions: listening skills, asking for clarification,
formulating appropriate responses.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle of resources covers all aspects of BTEC Level 3 eSports Unit 3: Enterprise and Entrepreneurship in the eSports Industry. The bundle includes;
17 PowerPoint based lessons that have a wide variety of tasks and links to external media to engage learners.
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 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 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 lesson covers C1 Design Creation of BTEC Level 3 eSports Unit 7: Producing an eSports Brand, including;
Brand activation process, e.g. modelling of products/applications and prototyping,
testing and feedback, revision and refinement, production.