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Esports Business Basics

Other • Year 13 • 90 • 11 students • Created with AI following Aligned with National Curriculum for England

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Other
Year 13
90
11 students
8 May 2025

Teaching Instructions

This is lesson 1 of 30 in the unit "Esports Business & Media". Lesson Title: Introduction to Esports Business Lesson Description: Explore the fundamentals of the esports industry, including its history, growth, and key players. Discuss the significance of business in esports.

Esports Business Basics

Overview

Unit: Esports Business & Media
Lesson: 1 of 30
Duration: 90 minutes
Class Size: 11 students
Age Group: 14-16 years (KS4)
Subject Area: Other (Interdisciplinary focus on Business and Media Studies)
National Curriculum Reference:

  • Business Studies: Understanding business context, enterprise activities, and the business environment (KS4 Business Studies Programme of Study)
  • Media Studies: Understanding contemporary digital media industries and audiences (KS4 Media Studies Programme of Study)
  • Citizenship (linking to economic wellbeing and careers)

Learning Objectives

By the end of this lesson, students will be able to:

  1. Define esports and describe its history and evolution as a digital entertainment industry.
  2. Identify key stakeholders in the esports ecosystem including players, teams, sponsors, event organisers, and media companies.
  3. Explain the business components that drive the esports industry, including revenues streams such as sponsorship, media rights, merchandise, and advertising.
  4. Discuss the significance of business in esports and how commercial interests influence its growth and global reach.
  5. Develop critical thinking by analysing the impact of the esports industry on traditional sports and media landscapes.

National Curriculum Links

  • Business Studies KS4:

    • Understand different types of business and their objectives.
    • Explore how business environments influence business activities.
    • Analyse the role of stakeholders in business decisions.
  • Media Studies KS4:

    • Investigate contemporary media industries and their economic contexts.
    • Understand audience targeting and media convergence.
  • Citizenship KS4:

    • Develop knowledge of careers and the economic environment relevant to young people.

Resources Needed

  • PowerPoint presentation with embedded video clips on esports growth and key figures.
  • Whiteboard and markers / Interactive whiteboard.
  • Printed handouts: esports timeline & key stakeholder map.
  • Large poster paper + coloured markers for group work.
  • Devices for student internet research (optional).

Lesson Structure

0-10 mins: Starter – Quick Quiz & Think-Pair-Share

  • Activity: A short, engaging quiz about esports facts (e.g., “When did esports start to gain popularity?”, “Name one famous esports game.”)
  • Objective: Activate prior knowledge and spark curiosity.
  • Teacher notes: Use this to assess baseline understanding.

10-30 mins: Teacher Input – Esports Industry Overview

  • Present a concise history of esports from early arcade competitions to global tournaments.
  • Explain how technology and media have driven esports growth.
  • Introduce key players: gamers, teams, event organisers, sponsors, media networks.
  • Discuss the major business revenue streams within esports.
  • Use video clips of tournaments and interviews with industry figures (3-5 mins total).
  • Encourage note-taking for later discussion.

30-50 mins: Group Activity – Mapping the Esports Ecosystem

  • Divide students into 3 groups (3-4 students each).
  • Provide each group with poster paper and markers.
  • Task: Create a visual map showing key stakeholders and income streams in esports.
  • Groups should also note how these stakeholders interact and depend on each other.
  • Walk around, facilitate, ask probing questions.

50-65 mins: Group Presentations & Class Discussion

  • Each group presents their esports ecosystem map (3-4 minutes each).
  • Class discusses similarities, differences, and insights.
  • Highlight the complexity and variety of business roles in the industry.

65-80 mins: Case Study Discussion – A Successful Esports Business

  • Present a real-world example of an esports organisation or event (e.g., a major esports franchise or tournament series).
  • Prompt questions:
    • How does this business generate revenue?
    • What challenges does it face?
    • How does it engage audiences across different media platforms?
  • Students work in pairs to discuss and share thoughts.

80-90 mins: Reflection and Assessment – Exit Ticket

  • Students individually write a short response (approx. 5 sentences) answering:
    "Why is business knowledge important for the success of esports?"
  • Collect these for formative assessment to inform next lesson.

Differentiation Strategies

  • Provide vocabulary support sheets with key terms (e.g., sponsorship, revenue streams, stakeholders).
  • Use mixed-ability grouping to promote peer support in group tasks.
  • Offer additional challenge questions for more able students (e.g., How might media convergence shape the future of esports business?).
  • Visual aids and videos support learners with lower literacy levels.

Extension Ideas

  • Independent research task: Students choose an esports game and create a mini-report on its business model.
  • Debate: "Is esports more of a sport or a digital entertainment industry?"

Cross-Curricular Links

  • ICT/Digital Literacy: Understanding digital platforms and streaming services in esports.
  • Maths: Interpreting data related to esports revenues and audiences.
  • English: Developing presentation and report-writing skills.

Teacher Reflection (Post-Lesson Notes)

  • Assess student engagement via group presentations and exit tickets.
  • Note any misconceptions about esports business that need addressing.
  • Plan to build on these foundations with detailed study of sponsorship, branding, and media rights in future lessons.

By immersing students in the dynamic world of esports as a business, this lesson aligns closely with the National Curriculum’s emphasis on understanding business contexts and media industries, delivered through an engaging, interactive approach tailored to KS4 learners.

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