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 the following areas of the specification for the BTEC Level 3 in eSports;
Motivation for starting a new esports enterprise:
o autonomy, mastery and purpose: freedom, flexibility, self-improvement, better
working conditions, potential for success
o challenge: personal challenge, fulfilling a vision, to use and enhance existing skills,
enhance personal reputation, fame
o financial motives: financial security, larger income, bonuses and wealth.
• The impact of motivation on enterprise performance, maintaining personal motivation
and motivating team.
• Teamwork: need to belong, creating relationships through membership, need for power,
member attributes, member motivation and participation, team process, coordination,
communication, cohesion, dynamics, collective and cognitive intelligence, sense of
belonging.
• Creativity: stimulating creativity, e.g. imagination, visualisation, crystallising the vision
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 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 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
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 A2 of Learning Aim A for Unit 3: Enterprise and Entrepreneurship in eSports. The lesson includes;
Entrepreneurship is the ability and motivation to:
o create, develop, organise, manage and grow a new enterprise, team or idea
o anticipate risks and uncertainty and show determination and bravery in the pursuit of
success and profit
o deal with all aspects of planning, running and growing an enterprise, e.g. finance,
marketing, legal aspects and production.
• Esports entrepreneurial skills, e.g. talented, experienced, aware of competition,
disciplined, persuasive, capacity to inspire others, good financial planning, team worker,
good communication, good work ethic, able to deal with pressure, self-confident,
aspirational, able to stand out, good work-life balance.
• Entrepreneurial behaviours, e.g. confident, positive, passionate, takes the initiative,
has self-belief, driven, adaptable, flexible, intuitive, imaginative, has a desire to succeed,
has a clear vision, focused, curious, has realistic expectations, resilient.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A5 of Unit 3: Enterprise and Entrepreneurship in the eSports Industry. Content includes;
Strategic, e.g. current competitors/potential for new competitors, vision and ethos,
corporate takeover.
• Compliance, e.g. regulatory bodies, tournament rules, player registration, health and
safety laws, international rules and laws, censorship, political correctness.
• Financial, e.g. registration and tournament fees, non-payment of prize money,
interest rates, tax, insurance, equipment, salaries.
• Operational, e.g. the breakdown or theft of key equipment, transport, housing or
accommodation, lack of authenticity.
• Using enterprise skills and capabilities, overcoming problems, strategic planning and
thinking, using new technologies and techniques, being responsive to changes within
the industry and futureproofing, e.g. franchising.
• Risks of a lack of enterprise: reduced turnover,
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A4 of Unit 3: Enterprise and Entrepreneurship in eSports. Content covered;
Knowledge of the industry ecosystem:
o games publishers
o competition
o rights and content
o finance
o brand partnerships
o broadcasting
o streaming
o ranked modes
o tournaments
o coaching
o team resources
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers A6 of Unit 3: Enterprise and Entrepreneurship in eSports. The lesson content includes;
Measures of success, e.g.:
o audience figures
o profit
o sales and revenue
o impact of branding, advertising and sponsorship
o influence in the gaming space
o consumer appeal
o engagement of fans
o event attendance.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle fully covers Learning Aim A of Unit 3: Unit 3: Enterprise and Entrepreneurship in eSports. The bundle includes;
A1 - Esports enterprises and purpose
A2 - Esports entrepreneurial skills and behaviours
A3 - Entrepreneurial motivation, teamwork and creativity skills
A4 - eSports Entrepreneurial Knowledge
A5 - Esports entrepreneurial risks and concerns
A6 - Measures of success for esports enterprises
This full lesson covers B1 of Unit 3: Enterprise and Entrepreneurship in eSports. The lesson includes;
• Sources of enterprise ideas:
o hobbies and interests
o necessity
o competitors
o gaps in the market
o access to a niche market
o changing of industries
o solutions to a problem.
• Different techniques to stimulate creativity, e.g.:
o TGROW (topic, goal, reality, options, will)
o the journalistic six: asking who, why, what, where, when, how
o SWOT (strengths, weaknesses, opportunities, threats) analysis
o mind mapping, visualisation, storytelling, lateral thinking,
encouraging others to offer suggestions and ideas.
• Refining by assessing whether an idea will contribute to, e.g.:
o meeting market needs
o meeting needs of the business environment
o increased turnover
o increased brand awareness
o increased social capital
o meeting business aims and objectives
o meeting customer needs
o filling a gap in the market.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers C1 of Unit 3: Enterprise and Entrepreneurship in the eSports Industry. The content of the session includes;
Executive summary, e.g. vision, purpose, summary of proposition, outline of rewards
and key performance indicators (KPIs).
• SMART objectives and budget.
• The product/service.
• Resources, e.g. technological, human, intangible, physical, logistics.
• The analysis of the external enterprise environment, e.g. PESTLE (Political, Economic,
Social, Technological, Legal and Environmental).
• Summary of market research:
o customer base
o competitors
o potential market share.
• The marketing plan:
o routes to market
o promotion.
• The financial plan:
o finance
o funding.
• Risk analysis, including contingency planning.
• Appendices, e.g. personal profile of the owner, decision-making and reporting structures
within the enterprise, advisers, influencers, supporters, market research data.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers B3 and B4 of Unit 3: Enterprise and Entrepreneurship in eSports. The unit covers the following topics;
B3 Types of research
• Qualitative and quantitative research.
• Primary research, e.g. surveys, questionnaires, observations, e-marketing, focus groups,
pilot research.
• Secondary research, e.g. sales records, website monitoring, accounting records, surveys,
users, followers, government statistics and agendas, competitor reports, specialist market
intelligence agencies such as Mintel.
B4 Appropriateness and review of market research findings
• Appropriateness, e.g. cost, accuracy, relevance, timelines, response rates.
• Review: analysis and interpretation of primary and secondary research using graphical
and text format.
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This full lesson covers C2 of Unit 3: Enterprise and Entrepreneurship in the eSport Industry. The session covers;
Selection of appropriate SMART objectives, e.g. understanding customer wants and needs,
developing new products, profitability, brand awareness and market share, diversification,
brand awareness and loyalty, sales volume, spectator volume, increasing efficiency,
adapting elements of the physical experience, adapting processes to better meet needs
Images removed for copywrite reasons, you will need to add your own images e.g. business logos.
This bundle covers Learning Aim B of Unit 3: Enterprise and Entrepreneurship. Topics covered include;
B1 Generating and refining esports enterprise ideas
B2 Purpose and objectives of market research
B3 Types of research
B4 Appropriateness and review of market research findings
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.