eSports and Business Development (Level 4)

Submitted by tara.mills@up… on Tue, 02/14/2023 - 11:41
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Welcome to eSports and Business Development (Level 4)

The aim of this programme is to provide graduates with the skills, capabilities, knowledge and attributes needed to progress, succeed and prepare for higher-level education in the eSports related field of study and employment in the eSports industry. The programme is designed for ākonga who are familiar with eSports and want to be involved in the industry but are unsure of the career paths available such as eSports player, eSports coach, and eSports business developer, and how to activate these. The programme incorporates Te Ao Māori into the virtual gaming world and will also help ākonga/ learners develop a range of soft skills, social skills, emotional intelligence as well as employability skills (e.g., self-management and communication). This programme is for people intending to enter the eSports industry and to pursue other qualifications relating to eSports careers at New Zealand Qualifications Framework Level 4 or above to achieve that goal.

Graduate Programme Outcomes

Graduates will be able to:

  • Demonstrate effective research skills from a range of sources in order to apply findings to an eSport context
  • Actively participate and contribute and communicate effectively in a team environment within an eSports context
  • Become aware of and evaluate their rangatiratanga for further development and self-awareness
  • Understand how to develop various plans e.g business plan, career plan, further study plan, Hauora plan

Programme Learning Outcomes

Graduates will be able to:

  1. Locate, select and analyse relevant information from a variety of sources, and apply this information by working independently and collaboratively, on context-relevant tasks and problems.
  2. Construct a well-reasoned and researched argument relevant to their chosen field(s) and communicate it, using appropriate modes and media.
  3. Evaluate the qualities, skills and strengths of their rangatiratanga and identify areas for further development in study/training and/or employment.
  4. Develop and critique a plan for study and/or employment pathways relevant to their chosen field(s).
Module Overview

This online programme's learning is organised into modules with 10 assessments. 
Modules 1, 2, and 3 look at different dimensions of health and Hauora within the eSports industry, identifying and exploring the skills associated with coaching, communicating, digital skills and emerging technologies; Module 4 aims to introduce the skills and knowledge for business and monetising within the eSports industry. 

Module Assessments Learning Hours
1 Professional Player and Health and Hauora 01A1: PART A Written Research
01A1: PART B Logbook/Journal
01A2: Presentation and Logbook/Journal
140 hours
2. Skill Development 02A1: Written Research and Portfolio Development Plan
02A2: E-presentation
02A3: Reflective Plan
160 hours
3. Digital Skills and Emerging Technologies 03A1: Digital Presentation
03A2: E-presentation and Logbook
130 hours
4. Introduction to Business and Monetising eSports 04A1: Written Research and Portfolio
04A2: Proposal and Presentation
04A3: Journal/logbook
170 hours

The total learning hours of the Programme are 600 hours. That is about 37.5 hours per week if you are studying full-time and 20 hours per week if you are studying part-time students. The learning hours include:

  • reading, watching, and completing the learning activities and portfolio checkpoints on the online campus
  • completing assessments
  • collaborating with your teammates

Learning hours are "facilitated asynchronous", which means you complete your learning hours in your own time. However, as you will collaborate with your teammates to accomplish the Programme's assessment outcomes, you will need to be active in the Forums, Group Messaging, and the Programme's Discord.

Get qualified!

A total of 60 credits are awarded for the Programme.

All 10 assessments are competency-based and must be completed in full.

Assessments are recorded as one of two outcomes:

  • Achieved – all assessment work has been achieved by the student to the competency standards set in the assessment.
  • Not Achieved – the student has yet to complete the relevant work to be awarded the assessment.

To qualify for the New Zealand Certificate in Study and Employment Pathways (Level 4) you must submit and achieve competency in all of the 10 assessments.

Self-belief and hard work will always earn you success
Virat Kohli
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Course Name
eSports and Business Development (Level 4)