General information

  • Qualification: Certificate for the Course in eSports from Johan Cruyff Institute, issued by using blockchain technology to guarantee the authenticity and integrity of the certificate.
  • Duration: 5 weeks. 3 ECTS (weekly dedication of 10 hours)
  • Start: June 4, 2024
  • Modality: Online
  • Language: English or Spanish
  • Price: € 658.- (Fees for the academic year 2023-24)
  • Special conditions: Discount for members of partner entities
  • Enrollment: Registration open until the start of the course

The program may be subject to change.
The institution reserves the right to cancel the edition of the program if it does not meet the minimum number of students.

Introduction

According to the Spanish Association of Videogames (AEVI), eSports is “the name by which players, teams, leagues, publishers, organizers, announcers, sponsors and spectators know the popular structured videogame competitions”.

Gaming and electronic sports have been one of the great protagonists of 2020: big audiences and clubs in clear professionalization. Few talk about whether or not eSports should be a sport;  the coincidences and differences are clear, and it is clear that there are many synergies.

Athletes from all walks of life such as, Agüero, Curry, Beckham, Cristiano or Verstappen have invested and given visibility to competitive gaming.

This course has been created with the idea of revealing the differential aspects that exist between sports management and eSports management.

Objectives

The objective of this course is to help you understand the differences and similarities that exist between managing and leading sports compared to eSports.

We offer you a 360º panorama that introduces you to the history and the competitive video game industry today, to be able to immerse ourselves in the specific drivers for managing competitions, teams, communication channels and content, organization of events and/or the legal framework.

LEARNING OUTCOMES

Understanding of the following aspects of the eSports business:

  • Institutionalized Ecosystem vs. NonInstitutionalized Ecosystem.
  • Local Environment vs. Multilocal Environment.
  • Face-to-face companies vs. Totally digital companies.
  • Traditional technology vs. Mixed technologies.
  • Little Intensive in Startups vs. Basically Startups.
  • Clear Legislation vs. Ambiguous Legislation.
  • Standard communication channels vs. Own communication channels

Program

The program has 3 credits (ECTS), distributed over 5 weeks. The course is composed of various teaching units (UD) and each one consists of a continuous assessment test, in which you interactively apply theory, complemented with solving exercises and practical cases.

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CONTENT

  • The eSports industry.
  • Differential aspects of Sports Management regarding eSports Management.
  • A Digital Business. Digital Manager.
  • Legal aspects of eSports.
  • Digital business models.
  • The technological paradigm of a digital native industry.

ACADEMIC CERTIFICATION

Certificate for the Course in eSports from Johan Cruyff Institute.

Learning model

METHODOLOGYOur online courses offer complete flexibility, allowing students to access content whenever it suits them throughout the week. We recommend dedicating between 8 and 10 hours weekly to stay up-to-date with the tutor-scheduled assignments, though the actual time required may vary depending on prior knowledge of the subject or professional experience in the field. On the virtual campus, students will have access to all essential resources for their progress, including notes, podcasts, videos, articles, and case studies, all under the precise guidance of a tutor who will provide directions on activities and deadlines.

Moreover, the courses feature several live webinars led by the professor or invited experts. While attending these webinars in real time is recommended, sessions will be recorded and made available on the virtual campus for later viewing. The courses are structured in two phases: a theoretical phase during the first two weeks, followed by a practical phase in the last three weeks.

BENEFITS

  • Learning 3.0: flexible schedules, different learning environments and technologies.
  • World-class faculty: interaction with expert faculty and industry professionals.
  • Collaborative tools, teamwork, communication and debate.
  • Sports-industry oriented: training that approaches the business sector of the sports industry.
  • Learning from experience: designed for professional improvement.

Faculty

The Johan Cruyff Institute teachers are experts from the sports sector and combine research and consultancy with teaching. Through their experience and knowledge, they have developed a broad variety of cases and concepts to work with.

Learn more about our Faculty pool.

Student services

VIRTUAL CAMPUS

As a student of the Course in eSports, you’ll have exclusive access to the learning platform that will allow you to track your academic progress 24 hours a day from anywhere in the world. The virtual campus provides a collaborative environment between professors and students facilitating e-mails, chats, videos, books articles, case studies, simulations, experiences, websites, blogs and a video library. You’ll have a wide range of tools at your disposal so your learning experience can be interactive, enriching and complete.

NETWORKING & ALUMNI CRUYFF INSTITUTE

Johan Cruyff Institute offers students, alumni, faculty and members of our network the opportunity to connect and collaborate, to share their passion for sports and their professional expertise.

The Alumni Cruyff Institute provides a means of interconnection that will enable the whole community not only to re-establish contact with fellow students, but also to create new links with people from the sports sector throughout the whole network who can offer new experiences and initiatives to keep growing in the profession.

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