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 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.
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 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 BTEC Level 3 eSports Unit 4: Health Wellbeing and Fitness for eSport Players A2 Benefits of Activity, including;
Social:
o health agendas
o community cohesion
o reduce crime and anti-social behaviour
o employment opportunities
o alleviate work pressures and reduce workplace stress
o escapism.
• Financial:
o profit
o reduced cost to NHS
o local economy.
• Environmental:
o keep green spaces
o use natural spaces for recreation
This full lesson covers BTEC Level 3 eSports Unit 4: Health, Wellbeing and Fitness for eSport Players A2 Benefits of Participating in Physical Activity for eSports Players, including;
Maintaining good fitness for esports players: increased ability to cope with stress,
improved cognitive function.
• Physical health, e.g.:
o healthy heart
o appropriate body fat ratio
o use of muscle to maintain strength and prevent degeneration
o metabolic rate.
• Psychological wellbeing, e.g.:
o self-esteem
o self-confidence
o decrease in loneliness
o increase in social wellbeing.
This full lesson covers BTEC Level 3 eSports Unit 4: Health, Wellbeing and Fitness for eSport Players A1 Different Types of Physical Activity, including;
Sport, e.g. team games, individual sports.
• Physical recreation, e.g. walking, cycling.
• Outdoor activities, e.g. rock climbing, mountain biking.
• Physical education, e.g. national curriculum sports, dancing.
• Physical fitness, e.g. fitness classes, yoga.
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 C2 Media and Materials for BTEC Level 3 eSports Unit 3: Producing an eSports Brand, including;
o digital: images, colours, typography, video, graphics, sound
o physical: card, plastic, fabric, paper, metal, ready-made objects
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 B2 Benefits of Physical Fitness to Support the Performance of an esports Player, including;
Improved back strength to be able to maintain a sitting position for extended periods
of time.
• Increased energy levels from high levels of aerobic and muscular endurance.
• Improved stamina and resilience and improved ability to focus during a tournament or for
an extended period of time.
• Ability to cope with high heart rates in gaming situations.
• Reduced risk of overuse injuries from esports gaming, e.g. repetitive strain injury (RSI).
• Maintaining good fitness for an esports player.
• Increased ability to cope with stress.
• Decreased anxiety from the release of endorphins.
• Decreased risk of depression from release of serotonin from participation in exercise.
• Reduced levels of cortisol produced during gaming situations.
• Reduced likelihood of burnout.
• Improved cognitive function.
• Increased blood flow to improve brain function.
• Faster reaction times.
• Increased hand-eye co-ordination ability.
• Reduced likelihood of mental fatigue during game play and over time
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.