Esports Specialization

Start Date: 02/23/2020

Course Type: Specialization Course

Course Link: https://www.coursera.org/specializations/esports

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About Course

The Esports Management Specialization prepares students to turn a passion for gaming into a viable career. According to a market report by Newzoo, global esports revenues have reached $906 million in 2018, a year-on-year growth of +38%. Speak knowledgeably about the history, community, and business of esports with future employers and other stakeholders in the industry. Individuals aspiring to launch or already beginning their career in the business of esports. This program suits game developers, finance professionals, community managers, marketers, and project managers. Overview of esports will introduce learners to the roles and influences that game developers have in the industry. Learners get a glimpse into the structures of an organization and how it builds a brand. Learners will also be informed of the jobs available in esports and where to get started in order to be involved.

Course Syllabus

Game Developers and Esports Organizations
Esports Teams and Professional Players
Collegiate Esports and Career Planning
Esports Management Capstone Project

Deep Learning Specialization on Coursera

Course Introduction

Launch your career in Esports. Explore esports from behind the scenes and learn what it means to be involved in esports. Esports Specialization: Building and Financing Organizations This course provides an introduction to the topics and applications of the three specializations that make up the foundation of esport: Building and Financing Organizations, Business Organizations and Management Organizations. The course covers the topics of project management, project finance, project financing, project finance analysis, project finance reporting, project finance management, and governance. The course is designed for people who are curious about organizations and business issues, who want to gain a basic knowledge of the various areas of esport, and who want to enhance their understanding of the basic concepts of organizational behavior and ethics. This course is the final course in the ESports Specialization. The specialization is a six-week long project in itself. It consists of over a period of six weeks one after another. We recommend that courses 3, 4 and 5 be taken in sequence. Course 6 will be completed on March 25, 2018.Module 1: Setting Up a Project Team and Setting the Project Standard Module 2: Managing the Project and the Project Cycle Module 3: Governance and the Role of the Governance and Leadership Team Module 4: Project Financing and the Role of the Financing Team English for Business This course is for non-native English speakers who are interested in business. In this course you will learn about topics such as business strategy, job application, salary negotiation and compensation. The intention of this

Course Tag

Events Esports Gaming Management Production

Related Wiki Topic

Article Example
ESports The main medium for eSports coverage is the Internet. Coverage of eSports by general news organizations is generally sparse; most reports come from news organizations with a technology or video games focus. Esports Heaven, RankR eSports, Esports Nation (ESN), and ESFI World are among the few independent news organizations specifically dedicated to eSports. Other typical sources for information include video game developer's websites, websites of professional teams, and independent community websites. However, in the mid-2010s, mainstream sports and news reporting websites, such as "ESPN", "Yahoo!", "Sport1", "Kicker", and "Aftonbladet" started dedicated eSports coverage.
ESports Traditional sports athletes have shown interest in eSports, examples being Rick Fox's ownership of Echo Fox and Shaquille O'Neal's investment in NRG eSports. Some soccer teams, such as Schalke 04 in Germany and PSG eSports in France, have ownership in eSports teams.
ESports In 2014, the largest independent eSports league, Electronic Sports League, partnered with the local brand Japan Competitive Gaming to try and grow esports in the country.
ESports The number of female viewers has been growing in eSports, with an estimated 30% of eSports viewers being female in 2013, an increase from 15% from the previous year. However, despite the increase in female viewers, there is not a growth of female players in high level competitive eSports. The top female players that are involved in eSports mainly get exposure in female-only tournaments, most notably "Counter-Strike", "Dead or Alive 4", and "StarCraft II". All-female eSports teams include Frag Dolls and PMS Clan.
ESports The global eSports market generated US$325 million of revenue in 2015 and is expected to make $493 million in 2016; the global eSports audience in 2015 was 226 million people.
ESports In 2013, it was estimated that approximately 71.5 million people worldwide watched eSports. The increasing availability of online streaming media platforms, particularly Twitch.tv, has become central to the growth and promotion of eSports competitions. Demographically, Major League Gaming has reported viewership that is approximately 85% male and 15% female, with a majority of viewers between the ages of 18 and 34. Despite this, several female personalities within eSports are hopeful about the increasing presence of female gamers. South Korea has several established eSports organizations, which have licensed pro gamers since the year 2000. Recognition of eSports competitions outside South Korea has come somewhat slower. Along with South Korea, most competitions take place in Europe, North America and China. Despite its large video game market, eSports in Japan is relatively underdeveloped, which has been attributed largely to its broad anti-gambling laws.
ESports In 2016, the French government started working on a project to regulate and recognize eSports.
ESports YouTube also relaunched its livestreaming platform with a renewed focus on live gaming and eSports specifically.
ESports Especially since the popularization of streaming in eSports, organizations no longer prioritize television coverage, preferring online streaming websites such as Twitch. Ongamenet continues to broadcast as an eSports channel in South Korea, but MBCGame was taken off the air in 2012. Riot Games' Dustin Beck stated that "TV's not a priority or a goal", and DreamHack's Tomas Hermansson said "eSports have a proven record to be successful on internet streaming only."[sic]
ESports In 2015 it was estimated by SuperData Research that the global eSports industry generated revenue of around US$748.8 million that year. Asia is the leading eSports market with over $321 million in revenue, North America is around $224 million, and Europe has $172 million and the rest of the world for about $29 million. Global eSports revenue is estimated to reach $1.9 billion by 2018.
Enemy (eSports) Enemy eSports placed second in the 2014 Fall NA Black Monster Cup, beating Boreal eSports and Zenith eSports before falling to Team LoLPro in the finals.
ESports eSports (also known as electronic sports, esports, e-sports, competitive (video) gaming, professional (video) gaming, or pro gaming) are a form of competition that is facilitated by electronic systems, particularly video games; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces. Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professional players. The most common video game genres associated with eSports are real-time strategy, fighting, first-person shooter (FPS), and multiplayer online battle arena (MOBA). Tournaments such as The International, the "League of Legends" World Championship, the Battle.net World Championship Series, the Evolution Championship Series, and the Intel Extreme Masters provide live broadcasts of the competition, and prize money and salaries to competitors.
Interactive specialization According to the second, the Interactive Specialization (IS)
ESports eSports tournaments commonly use commentators or casters to provide live commentary of games in progress, similar to a traditional sports commentator. For popular casters, providing commentary for eSports can be a full-time position by itself. Prominent casters for "StarCraft II" include Dan "Artosis" Stemkoski and Nick "Tasteless" Plott.
ESports TV 2, the largest private television broadcaster in Norway, broadcasts eSports across the country. TV 2 partnered with local Norwegian organization House of Nerds to bring a full season of eSports competition with an initial lineup of "Counter-Strike: Global Offensive", "League of Legends", and "StarCraft II".
G2 Esports G2 Esports, formerly known as Gamers2, is a Spanish esports organization that has teams in "League of Legends", "",
ESL (eSports) ESL, originally Electronic Sports League, is an eSports company which organizes competitions world-wide. ESL is the world's largest esports company, and the oldest professional esports organization that is still operational. Based in Cologne, Germany, ESL has eleven offices and multiple international TV studios globally. ESL is the largest eSports company to broadcast on Twitch.
ESports In January 2016, Activision Blizzard, publishers of the "Call of Duty" and "StarCraft" series, acquired Major League Gaming. In an interview with "The New York Times" about the purchase, Activision Blizzard CEO Robert Kotick explained that the company was aspiring to create a U.S. cable network devoted to eSports, which he described as "the ESPN of video games". He felt that higher quality productions, more in line with those of traditional sports telecasts, could help to broaden the appeal of eSports to advertisers. Activision Blizzard had hired former ESPN and NFL Network executive Steve Bornstein to be CEO of the company's eSports division.
ESports The growth of eSports in South Korea is thought to have been influenced by the mass building of broadband internet networks following the 1997 Asian financial crisis. It is also thought that the high unemployment rate at the time caused many people to look for things to do while out of work. Instrumental to this growth of eSports in South Korea was the prevalence of the Komany-style internet café/LAN gaming center, known as a PC bang. The Korean e-Sports Association, an arm of the Ministry of Culture, Sports and Tourism, was founded in 2000 to promote and regulate eSports in the country.
ESports The 2000s was also the peak of televised eSports. Television coverage was best established in South Korea, with "StarCraft" and "Warcraft III" competitions regularly televised by dedicated 24-hour cable TV game channels Ongamenet and MBCGame. Elsewhere, eSports television coverage was sporadic. The German GIGA Television covered eSports until its shutdown in 2009. The United Kingdom satellite television channel XLEAGUE.TV broadcast eSports competitions from 2007 to 2009. The online eSports only channel ESL TV briefly attempted a paid television model re-named GIGA II from June 2006 to autumn 2007. The French channel Game One broadcast eSports matches in a show called "Arena Online" for the Xfire Trophy. The United States channel ESPN hosted "Madden NFL" competitions in a show called "Madden Nation" from 2005 to 2008. DirecTV broadcast the Championship Gaming Series tournament for two seasons in 2007 and 2008. CBS aired prerecorded footage of the 2007 World Series of Video Games tournament that was held in Louisville, Kentucky, US. The G4 television channel originally covered video games exclusively, but broadened its scope to cover technology and men's lifestyle, though has now shutdown.