University certificate
The world's largest school of business”
Description
If you are looking to succeed in the video game business sector, this Professional master’s degree will provide you with the keys to success in less time than you expect"
Why Study at TECH?
TECH is the world's largest 100% online business school. We are an elite business school, with a model based on the highest academic standards. A world-class center for intensive managerial skills training.
TECH is a university at the forefront of technology, which puts all its resources at the student's disposal to help them achieve business success"
At TECH Global University
Innovation |
We offer you an online learning model that combines the latest educational technology with the most rigorous teaching methods. A unique, internationally recognized method that will provide you with the keys to develop in a constantly evolving world, where every entrepreneur must be committed to innovation.
"Microsoft Europe Success Story", for integrating the innovative, interactive multi-video system into our programs.
The highest standards |
Our admission criteria is not based on the economic situation of an individual. You don't need to make a large investment to study with us. However, in order to obtain a degree in TECH, the student's intelligence and capacity will be tested. Our academic standards are very high...
95% of TECH students successfully complete their studies.
Networking |
Professionals from a wide range of countries attend TECH, so you will be able to create a large network of contacts that will aid you in the future.
100000+ executives trained each year, 200+ different nationalities.
Empowerment |
The student will grow hand in hand with the best, most prestigious and influential companies and professionals. We have developed strategic partnerships and a valuable network of contacts with major economic players in all 7 continents.
500+ collaborative agreements with leading companies.
Talent |
Our program is a unique initiative to showcase your talent in the business world. An opportunity that will allow you to voice your concerns and share your business vision.
TECH helps the student to show the world their talent upon finishing this program.
Multicultural Context |
By studying at TECH, the student will be able to enjoy a unique experience. You will be studying in a multicultural context. In a program with a global vision, which will allow you to learn about the working methods in different parts of the world, gathering the most innovative information that best suits your business idea.
Our students are made up of more than 200 different nationalities.
Learn with the best |
In the classroom, our teaching staff discuss how they have achieved success in their companies, working in a real, lively, and dynamic context. Teachers who are fully committed to offering you a quality specialization that will allow you to advance in your career and stand out in the business world.
Teachers representing 20 different nationalities.
At TECH we strive for excellence and, to this end, we boast a series of characteristics that make us unique:
Analysis |
At TECH we explore your critical side, your ability to question things, your problem-solving skills, as well as your interpersonal skills.
Academic Excellence |
At TECH we offer the student the best learning methodology online. We combine the Re-learning method (the most internationally recognized postgraduate learning methodology) with Harvard Business School's case studies. A complex balance of traditional and state-of-the-art methods, within the most demanding academic framework.
Economy of Scale |
TECH is the world's largest online university. It currently boasts a portfolio of more than 10,000 university postgraduate programs. And in today's new economy, volume + technology = a ground-breaking price. This way, we ensure that studying is not as expensive for you as it would be at another university.
At TECH you will have access to Harvard Business School case studies"
Syllabus
This course has been designed based on the most avant-garde and practical information, recommended by the teaching team. In this program, the student will find useful, innovative and complete content which will provide everything they need to improve their professional skills and, as a result, help them achieve their business goals. In addition, in the virtual classroom you will find additional material in audiovisual format, complementary readings and case studies with which you will be able to expand your knowledge and continue improving your management skills.
A 100% online program that will provide you with a realistic, reliable and current vision of the business model of video game companies and from which you will take advantage of what you need to successfully manage your own project"
Syllabus
The MBA in Video Games Business Management at TECH Global University provides students, through its intensive program, with the necessary concepts which will allow them to achieve their professional goals and face the challenges that arise in the field of business management. In this case, we more specifically look at projects aimed at the video game sector.
The degree, distributed in 10 modules and 1,500 teaching hours, is composed not only of a complete, current and contrasted theoretical content, but is accompanied by a variety of audiovisual material. This material includes case studies, with which the graduate will be able to apply the knowledge learned and develop a critical capacity based on their own personal and academic experience.
In addition, you will have access to the entire program from the beginning of the course, which will allow you to organize your study time according to your personal and work availability. A degree designed for working professionals and focused on improving their skills and competencies. In short, an Executive Master's Degree with which you can achieve excellence in the field of Video Game Business Management.
This MBA in Video Games Business Management takes place over 12 months and is divided into 10 modules:
Module 1. Strategy in Digital and Video Games Businesses
Module 2. Video Games Business Management
Module 3. Digital Marketing and Digital Transformation of Video Games
Module 4. Video Games Business Creation
Module 5. Project Management
Module 6. Innovation
Module 7. Financial Management
Module 8. Commercial Management
Module 9. eSports Management
Module 10. Leadership and Talent Management
Where, When and How is it Taught?
TECH offers you the possibility to study this MBA in Video Games Business Management completely online. Throughout the 12 months of training, you will be able to access all the contents of this program at any time, allowing you to self-manage your study time.
Module 1. Strategy in Digital and Video Games Businesses
1.1. Digital and Video Games Businesses
1.1.1. Components of Strategy
1.1.2. Digital Ecosystem and Video Games
1.1.3. Strategic Positioning
1.2. The Strategic Process
1.2.1. Strategic Analysis
1.2.2. Selection of Alternative Strategies
1.2.3. Strategy Implementation
1.3. Strategic Analysis
1.3.1. Internal
1.3.2. External
1.3.3. SWOT and CAME Matrix
1.4. Sectorial Analysis of Videogames
1.4.1. M. Porter’s 5 Forces Model
1.4.2. PESTEL Analysis
1.4.3. Sectorial Segmentation
1.5. Competitive Position Analysis
1.5.1. Create and Monetize a Strategic Value
1.5.2. Searching for the Niche vs. Segmentation of the Market
1.5.3. Sustainability of Competitive Positioning
1.6. Economic Environment Analysis
1.6.1. Globalization and Internationalization
1.6.2. Investment and Savings
1.6.3. Production, Productivity and Employment Indicators
1.7. Strategic Management
1.7.1. A Framework for Strategy Analysis
1.7.2. Analysis of the Sectoral Environment, Resources and Capabilities
1.7.3. Putting the Strategy into Practice
1.8. Strategy Formulation
1.8.1. Corporate Strategies
1.8.2. Generic Strategies
1.8.3. Client Strategies
1.9. Strategy Implementation
1.9.1. Strategic Planning
1.9.2. Communication and Organizational Participation Scheme
1.9.3. Change Management
1.10. New Business Strategies
1.10.1. Blue Oceans
1.10.2. Exhaustion of the Incremental Improvement in the Value Curve
1.10.3. Zero Marginal Cost Businesses
Module 2. Video Games Business Management
2.1. Industry and Value Chain
2.1.1. Value in the Training Sector
2.1.2. Elements of the Value Chain
2.1.3. Relationship Between Each One of the Elements in the Value Chain
2.2. Video Game Developers
2.2.1. Conceptual Proposal
2.2.2. Creative Design and Video Game Storyline
2.2.3. Technology Applied to Video Game Development
2.3. Console Manufacturing
2.3.1. Components
2.3.2. Types and Manufacturers
2.3.3. Console Generation
2.4. Publishers
2.4.1. Selection
2.4.2. Development Management
2.4.3. Generation of Products and Services
2.5. Distributors
2.5.1. Agreements With Distributors
2.5.2. Distribution Models
2.5.3. Distribution Logistics
2.6. Retailers
2.6.1. Retailers
2.6.2. Orientation and Link With the Consumer
2.6.3. Assessment Services
2.7. Accessories Manufacters
2.7.1. Accessories for Gaming
2.7.2. Market
2.7.3. Tendencies
2.8. Developers of Middleware
2.8.1. Middleware in the Video Game Industry
2.8.2. Middleware Development
2.8.3. Middleware: Typology
2.9. Professional Profiles in the Video Game Sector
2.9.1. Game Designers and Programmers
2.9.2. Modelers and Texturizers
2.9.3. Animators and Illustrators
2.10. Professional eSports Clubs
2.10.1. Administrative Department
2.10.2. Sports Department
2.10.3. Communication Department
Module 3. Digital Marketing and Digital Transformation of Video Games
3.1. Digital Marketing Strategy
3.1.1. Customer Centric
3.1.2. Customer Journey and Marketing Funnel
3.1.3. Design and Creation of a Digital Marketing Plan
3.2. Digital Assets
3.2.1. Architecture and Web Design
3.2.2. User Experience- CX
3.2.3. Mobile Marketing
3.3. Digital Media
3.3.1. Strategy and Planning Media
3.3.2. Display and Advertising Graphics
3.3.3. Digital TV
3.4. Search
3.4.1. Development and Application of a Search Strategy
3.4.2. SEO
3.4.3. SEM
3.5. Social Media
3.5.1. Design, Planning and Analytics in a Social Media Strategy
3.5.2. Marketing Techniques on Horizontal Social Media
3.5.3. Marketing Techniques on Vertical Social Media
3.6. Inbound Marketing
3.6.1. Inbound Marketeing Funnel
3.6.2. Content Marketing Generation
3.6.3. Leads Acquisition and Management
3.7. Account Based Marketing
3.7.1. B2B Marketing Strategy
3.7.2. Decision Maker and Contact Map
3.7.3. Account Based Marketing Plan
3.8. Email Marketing and Landing Pages
3.8.1. Characteristics of Email Marketing
3.8.2. Creativity and Landing Pages
3.8.3. Email Marketing Campaigns and Actions
3.9. Automization of Marketing
3.9.1. Marketing Automation
3.9.2. Big Data y AI Applied to Marketing
3.9.3. Main Solutions of Marketing Automation
3.10. Metrics, KPIs and ROI
3.10.1. Principle Metrics and KPI of Digital Marketing
3.10.2. Solutions and Measuring Tools
3.10.3. ROI Calculation and Tracking
Module 4. Video Games Business Creation
4.1. Entrepreneurship
4.1.1. Entrepreneurial Strategy
4.1.2. Entrepreneurship Project
4.1.3. Agile Methodologies of Entrepreneurship
4.2. Technological Innovations in Video Games
4.2.1. Innovations in Consoles and Related Peripherals
4.2.2. Innovation in Motion Capture and Live Dealer
4.2.3. Innovation in Graphics and Software
4.3. The Business Plan
4.3.1. Segments and Value Proposition
4.3.2. Processes, Resources and Key Alliances
4.3.3. Customer Relations and Interaction Channels
4.4. Investments
4.4.1. Investments in the Video Game Industry
4.4.2. Critical Aspects to Capture Investments
4.4.3. Financing Startups
4.5. Finances
4.5.1. Revenues and Efficiencies
4.5.2. Operative Costs and Capital
4.5.3. Income Statement and Balance Sheet
4.6. Video Game Production
4.6.1. Production Simulation Tools
4.6.2. Planned Production Management
4.6.3. Production Control Management
4.7. Operations Management
4.7.1. Design, Localization and Maintenance
4.7.2. Quality Management
4.7.3. Inventory and Supply Chain Management
4.8. New Online Distribution Models
4.8.1. Online Logistics Models
4.8.2. Direct Online Delivery and SaaS
4.8.3. Dropshipping
4.9. Sustainability
4.9.1. Creating Sustainable Value
4.9.2. ESG (Environmental, Social and Governance)
4.9.3. Sustainability in Strategy
4.10. Legal Aspects
4.10.1. Intellectual Property
4.10.2. Industrial Property
4.10.3. RGDP
Module 5. Project Management
5.1. Life Cycle of a Video Game Project
5.1.1. Conceptual and Preproduction Phase
5.1.2. Production Phase and Final Phases
5.1.3. Post-production Phase
5.2. Video Game Projects
5.2.1. Genre
5.2.2. Serious Games
5.2.3. Subgenre and New Genres
5.3. Architecture of a Video Game Project
5.3.1. Internal Architecture
5.3.2. Relationship Between Elements
5.3.3. Holistic Vision of the Video Game
5.4. Video Games
5.4.1. Playful Aspects in Video Games
5.4.2. Video Game Design
5.4.3. Gamification
5.5. Video Game Technology
5.5.1. Internal Elements
5.5.2. Motors of Video Games
5.5.3. Influence of Technology and Marketing on Design
5.6. Conception, Release and Executiong of Projects
5.6.1. Early Development
5.6.2. Phases of Video game Development
5.6.3. Involvement of the Consumer in the Development
5.7. Management of the Organization of a Video Game Project
5.7.1. The Development Team and Publishers
5.7.2. Operations Team
5.7.3. Sales and Marketing Team
5.8. Manual for the Development of Video Games
5.8.1. Design and Technology Manual of Video Games
5.8.2. Development Manual of Video Games
5.8.3. Requirement Manual and Technology Specification
5.9. Video Game Publishing and Marketing
5.9.1. Preparation for Kick Off of the Video Game
5.9.2. Digital Communication Channels
5.9.3. Delivery, Progress and Success Monitoring
5.10. Agile Methodologies Applicable to Video Game Projects
5.10.1. Design and Visual Thinking
5.10.2. Lean Starup
5.10.3. Scrum Development and Sales
Module 6. Innovation
6.1. Innovation and Strategy
6.1.1. Innovation in Video Games
6.1.2. Management of Innovation in Video Games
6.1.3. Innovation Models
6.2. Innovative Talent
6.2.1. The Implementation of the Culture of Innovation in Organizations
6.2.2. Talent
6.2.3. Innovation Culture Map
6.3. Talent Management in Digital Economy
6.3.1. Talent Life Cycle
6.3.2. Uptake-Generational Conditioning Factors
6.3.3. Retention: Engagement, Loyalty, Evangelists
6.4. Business Models in Video Games Innovation
6.4.1. Innovation in Business Models
6.4.2. Innovation Tools in Business
6.4.3. Business Model Navigator
6.5. Innovation Project Management
6.5.1. Customer and Innovation Process
6.5.2. Value Proposition Design
6.5.3. Exponential Organizations
6.6. Agile Methodologies in Innovation
6.6.1. Design Thinking and Lean Startup Methodologies
6.6.2. Project Management Agile Models: Kanban and Scrum
6.6.3. Lean Canvas
6.7. Innovation Validation Management
6.7.1. Prototyping (PMV)
6.7.2. Customer Validation
6.7.3. Pivot or Persevere
6.8. Innovation in Processes
6.8.1. Process Innovation Opportunities
6.8.2. Time-to-Market, Reduction of Non-Value Tasks and Elimination of Defects
6.8.3. Methodological Tools for Process Innovation
6.9. Disruptive Technologies
6.9.1. Hybrid Physical- Digital Technologies
6.9.2. Technologies in Communication and Data Handling
6.9.3. Application Technologies in Management
6.10. Return on Investment in Innovation
6.10.1. Data Monetization Strategies and Innovation Assets
6.10.2. The ROI of Innovation General Focus
6.10.3. Funnels
Module 7. Financial Management
7.1. Accounting
7.1.1. Accounting
7.1.2. Annual Accounts and Other Reports
7.1.3. Tangible Fixed Assets, Real Estate Investments and Intangible Assets
7.2. Financial Management
7.2.1. Financial Tools
7.2.2. Corporate Finance and Financial Management
7.2.3. Finance for Entrepreneurs
7.3. Analysis of Financial Statements
7.3.1. Analysis of Financial Statements
7.3.2. Liquidity and Solvency Analysis
7.3.3. Treasury Management
7.4. Financial Transactions
7.4.1. Financial Transactions
7.4.2. Investment Management
7.4.3. Criteria for Selecting Certain Investments
7.5. Financial System
7.5.1. Financial System
7.5.2. Structure and Functioning of the Financial System
7.5.3. Value Market
7.6. Management Control
7.6.1. Management Control
7.6.2. Responsibility Centers
7.6.3. Cost Systems
7.7. Budget Control
7.7.1. The Budget Process
7.7.2. Budget Management and Organization
7.7.3. Budget Control
7.8. Treasury Management
7.8.1. Cash Management and Treasury Management
7.8.2. Commercial Transaction Collections
7.8.3. Commercial Transaction Payments
7.9. Business Financing
7.9.1. Advantages, Disadvantages and Implications of Debt
7.9.2. Selection of Capital Structure in the Business
7.9.3. Changes to Capital Structure
7.10. Valuation of Companies
7.10.1. Accounting Methods and Business Value
7.10.2. Assets and Debt
7.10.3. Business Valuation Diagnosis and Investor Presentation
Module 8. Commercial Management
8.1. Models of Commercial Organization
8.1.1. Commercial Department
8.1.2. Commercial Department Tools
8.1.3. Sales Force
8.2. Commercial Objectives
8.2.1. Commercial Planning.
8.2.2. Forecasts and Budgets
8.2.3. Commercial Budget
8.3. Commercial Forecast
8.3.1. Commercial Department Cost Effectiveness
8.3.2. Sales Projections
8.3.3. Controlling Commercial Activity
8.4. New Relationship Models
8.4.1. Commercialization in New Business Models
8.4.2. Personalization as a main Driver of Customer Relations
8.4.3. The Development of the Customer Experience
8.5. The Advisory Sale
8.5.1. Psychology of Sales
8.5.2. Persuasive Communication
8.5.3. Introduction and Evolution of Sales Methods
8.6. Sales Methods
8.6.1. Retail or B2C Sales
8.6.2. B2B External Sales
8.6.3. Online Sales
8.7. Digital Social Selling
8.7.1. Social selling
8.7.2. Social Attitude: Create a Network of Contacts
8.7.3. Process of Attracting a New Customers Using Social Media
8.8. Digital Sales Methodologies
8.8.1. Main Agile Methodologies in Digital Sales
8.8.2. Scrum Sales, Neat Selling, Snap Selling, Spin Selling, etc.
8.8.3. Inboud Sales B2B and Account Based Marketing
8.9. Marketing Support in the Commercial Department
8.9.1. Marketing Management
8.9.2. The Value of Digital Marketing (B2C/B2B)
8.9.3. Marketing Mix Management in the Commercial Department
8.10. Organization and Planning of the Salesperson's Work
8.10.1. Sales Zones and Routes
8.10.2. Time Management and Management Meetings
8.10.3. Analysis and Decision Making
Module 9. eSports Management
9.1. eSports Industry
9.1.1. eSports
9.1.2. eSports Industry Actors
9.1.3. The eSports Business Model and Marketplace
9.2. eSports Clubs Management
9.2.1. Importance of eSports Clubs
9.2.2. Creation of Clubs
9.2.3. eSports Club Management and Administration
9.3. eGamers Relationship
9.3.1. The Role of the Player
9.3.2. Player’s Skills and Competencies
9.3.3. Players as Embassadors of the Brand
9.4. Competitions and Events
9.4.1. Delivery in eSports: Competitions and Events
9.4.2. Event and Championship Management
9.4.3. Main Local, Regional, National and Global Championships
9.5. Sponsorship Management in eSports
9.5.1. Sponsorship Management in eSports
9.5.2. Types of Sponsorship in eSports
9.5.3. Sponsorship Agreement in eSports
9.6. Advertising Management in eSports
9.6.1. Advergaming: New Advertising Format
9.6.2. Branded Content in eSports
9.6.3. eSports as a Communicative Strategy
9.7. Marketing in eSports Management
9.7.1. Owned Media Management
9.7.2. Paid Media Management
9.7.3. Special Focus in Social Media
9.8. Influencer Marketing
9.8.1. Marketing Influencer
9.8.2. Audience Management and Its Impact on eSports
9.8.3. Business Models in Influencer Marketing
9.9. Merchant
9.9.1. Sale of Services and Associated Products
9.9.2. Merchandising
9.9.3. E-Commerce and Market Places
9.10. Metrics and KPI of eSports
9.10.1. Metrics
9.10.2. KPI of Progress and Success
9.10.3. Strategic Map of Objectives and Indicators
Module 10. Leadership and Talent Management
10.1. Business, Organisation and Human Resources
10.1.1. Organization and Organizational Structure
10.1.2. Strategic Management
10.1.3. Analysis and Organization of Work
10.2. Human Resources Management in the Company
10.2.1. Organisation in Human Resources
10.2.2. Recruitment Channels
10.2.3. Professional Profiles in the Video Game Sector
10.3. Personal and Professional Leadership
10.3.1. Leaders and Leadership Processes
10.3.2. The Authority of Communication
10.3.3. Negotiation With Success and Failure
10.4. Knowledge and Talent Management
10.4.1. Strategic Talent Management
10.4.2. Technology Applied to Human Resources Management
10.4.3. Innovation Models in Human Resources
10.5. Knowledge Management as a Key in Business Growth
10.5.1. General Objectives of Knowledge Management
10.5.2. Structure of Knowldge Management Systems and Flows
10.5.3. Processes in Knowledge Management
10.6. Coaching y Mentoring
10.6.1. PNL
10.6.2. Coaching and Mentoring
10.6.3. Processes
10.7. New Forms of Leadership in VUCA Environments
10.7.1. Individual Change Management
10.7.2. Organizational Change Management
10.7.3. Tools
10.8. Diversity Management
10.8.1. Incorporation of New Generations in Leadership
10.8.2. Female Leadership
10.8.3. Multicultural Management
10.9. Leader Coach
10.9.1. Skills of a Leader Coach
10.9.2. Feedback and Feedforward
10.9.3. Recognition
10.10. Adapting to New Technologies
10.10.1. Attitudes
10.10.2. Knowledge
10.10.3. Security/safety
A unique, key, and decisive educational experience to boost your professional development and make the definitive leap"
MBA in Video Games Business Management
.
Dive into the fascinating world of video games and acquire the necessary skills to lead and manage successful companies in the digital entertainment industry. At TECH Global University, we present you with our MBA in Video Games Business Management, an innovative program taught through online classes. Our online lessons offer a flexible and convenient way to learn, allowing you to study from anywhere and adapt your schedule to your needs. You will be able to access quality content and participate in interactive discussions with industry professionals, providing you with comprehensive and up-to-date training in video game business management. Our program is designed to provide you with an in-depth understanding of key aspects of the industry, including game development, project management, digital marketing and business strategy. You'll learn how to identify market opportunities, manage multidisciplinary teams and make strategic decisions to ensure your company's success in a highly competitive marketplace.
Lead the digital entertainment industry
.
One of the benefits of studying at TECH Global University is the opportunity to collaborate with professionals and experts in the video game industry. Through practical projects and case studies, you will be able to apply your theoretical knowledge in real situations and gain practical experience that will make you stand out as a professional. In addition, you will have the support of our team of professors, composed of prominent leaders and entrepreneurs in the video game industry. They will guide you and provide valuable feedback, helping you develop the skills you need to achieve your professional goals. At the end of the master's program, you will be prepared to lead and manage video game companies, whether it's creating your own development studio, working in senior management roles or undertaking innovative projects in the field of digital entertainment. The future of video games is in your hands! Don't miss the opportunity to turn your passion for video games into a successful career. Join TECH and get ready to lead the digital entertainment industry.