Description

With this Professional master’s degree, the road to success will be easier thanks to the tools you will acquire in the senior management of video game companies” 

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Companies dedicated to the creation of video games are booming. It is an emerging market, which has many buyers around the world so the demand within it is increasing. The management in this type of companies requires a series of skills to be developed in order to make the company take off towards sales success. 

For this reason, being in charge of the business management is a very big responsibility as well as an imposing one. It is important to know all the nooks and crannies of the industry, in order to investigate all these aspects and constantly improve them in order to obtain quality final results. 

The present Professional master’s degree in MBA in Video Game Business Management is designed to serve as a guide for professionals who want to develop a career in this field. Through clear and forceful contents, graduates will achieve the necessary skills, for the development of the tasks inherent of the position.

With an online methodology, this program is positioned as a perfect option for those who want to combine their studies with their work or personal life. TECH applies the Relearning methodology in this program, a learning technique of proven effectiveness. This consists of the repetition of key concepts by the teaching staff, in order to develop a seamless learning process.

Become a reference within one of the most leading-edge fields of today” 

This Professional master’s degree in MBA in Video Game Business Management contains the most complete and up-to-date program on the market. The most important features include:

  • Development of case studies presented by experts in Video Games Business Management
  • The graphic, schematic and eminently practical contents with which it is conceived gather scientific and practical information on those disciplines that are indispensable for professional practice 
  • Practical exercises where the self-assessment process can be carried out to improve learning 
  • Its special emphasis on innovative methodologies  
  • Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments 
  • Content that is accessible from any fixed or portable device with an Internet connection

Digital and video game companies are booming due to the rapid growth of technology. Join this revolution by studying at TECH”

The program’s teaching staff includes professionals from the sector who contribute their work experience to this educational program, as well as renowned specialists from leading societies and prestigious universities.  

The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide immersive education programmed to learn in real situations.  

This program is designed around Problem-Based Learning, whereby the professional must try to solve the different professional practice situations that arise during the course. For this purpose, students will be assisted by an innovative interactive video system created by renowned and experienced experts.   

Teaching you how to manage successful companies is one of the main objectives of this program"

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With our online methodology you will be able to organize your study time in a practical and efficient way"

Syllabus

The teaching staff of this program has designed a syllabus, taking into account the requirements of the companies. Therefore, it follows a syllabus whose content offers the knowledge and tools necessary for a global view of the different management and strategies for an optimal development of the tasks required in a job position within the industry. In all the modules, the student will acquire the skills required in the Digital and Video Game Business Management. 

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This Professional master’s degree follows a customized study plan for you to learn in an effective way everything you need to know about MBA in Video Game Business Management”

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. 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. Niche Search vs. Market Segmentation
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. The New Strategic Businesses

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 of the Elements in the Value Chain

2.2. Video Game Developers

2.2.1. Conceptual Proposals
2.2.2. Creative Design and Video Game Storylines
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. Product and Service Creation

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 Manufacturers

2.7.1. Accessories for Gaming
2.7.2. Market
2.7.3. Trends

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 Industry

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 Marketing 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 Makers and Contact Maps
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 and AI Applied to Marketing
3.9.3. Main Solutions of Marketing Automation

3.10. Metrics, KPIs and ROI

3.10.1. Principle Metrics and KPIs in 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 Projects
4.1.3. Agile Methodologies in 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. Creation of 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. Video Game Project Life Cycle

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. Video Game Project Architecture

5.3.1. Internal Architecture
5.3.2. Relationship Between Elements
5.3.3. Holistic Vision of Video Games

5.4. Video Games

5.4.1. Recreational 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. Video Game Engines
5.5.3. Influence of Technology and Marketing on Design

5.6. Project Conception, Launch and Execution

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. Video Game Project Management

5.7.1. Development Team and Publisher
5.7.2. Operations Teams
5.7.3. Sales and Marketing Teams

5.8. Manual for the Development of Video Games

5.8.1. Video Game Design and Technology Handbook
5.8.2. Video Game Development Handbook
5.8.3. Requirements Manual and Technical Specifications

5.9. Video Game Publishing and Marketing

5.9.1. Preparation for Video Game Kick Off
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. Innovation Management in Video Games
6.1.3. Innovation Models

6.2. Innovative Talent

6.2.1. Implementing an Innovation Culture 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 Game 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. Customers and Innovation Processes
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. Agile Project Management 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. Process Innovation

6.8.1. Process Innovation Opportunities
6.8.2. Time-to-Market, Reduction of Non-Value Tasks and Defect Elimination
6.8.3. Methodological Tools for Process Innovation

6.9. Disruptive Technologies

6.9.1. Hybrid Physical-Digital Technologies
6.9.2. Technologies Used 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 Instruments
7.2.2. Corporate Finance and Financial Management
7.2.3. Finance for Entrepreneurs

7.3. Financial Statement Analysis

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. Investment Selection Criteria

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. 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 Budget
7.8.2. Collecting Trade Receivables
7.8.3. Commercial Transaction Payments

7.9. Business Financing

7.9.1. Advantages, Disadvantages and Implications of Debt
7.9.2. Choosing a Company Capital Structure
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. Commercial Organization Models

8.1.1. Commercial Departments
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 Budgets

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 the Main Driver of Customer Relations
8.4.3. Developing Customer Experiences

8.5. Consultative Selling

8.5.1. Sales Psychology
8.5.2. Persuasive Communication
8.5.3. Sales Methods Introduction and Evolution

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
8.8.3. Inbound Sales B2B y Account Based Marketing

8.9. Marketing Support in Commercial Departments

8.9.1. Marketing Management
8.9.2. The Value of Digital Marketing (B2C/B2B)
8.9.3. Marketing Mix Management in Commercial Departments

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 Club Management

9.2.1. Importance of eSports Clubs
9.2.2. Creation of Clubs
9.2.3. eSports Club Management and Administration

9.3. E-Gamers Relationship

9.3.1. The Role of the Player
9.3.2. Player’s Skills and Competencies
9.3.3. Players as Ambassadors 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 Sponsorships 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. eSports Management Marketing

9.7.1. Owned Media Management
9.7.2. Paid Media Management
9.7.3. Special Focus on 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 Marketplaces

9.10. eSports Metrics and KPIs

9.10.1. Metrics
9.10.2. Progress and Success KPIs
9.10.3. Strategic Map for Objectives and Indicators

Module 10. Leadership and Talent Management

10.1. Business, Organization and Human Resources

10.1.1. Organization and Organizational Structure
10.1.2. Strategic Management
10.1.3. Work Analysis and Organization

10.2. Company Human Resources Management

10.2.1. Organization in Human Resources
10.2.2. Recruitment Channels
10.2.3. Professional Profiles in the Video Game Industry

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 Crucial to Business Growth

10.5.1. General Objectives in Knowledge Management
10.5.2. Structure of Knowledge Management Systems and Flows
10.5.3. Processes in Knowledge Management

10.6. Coaching and Mentoring

10.6.1. PNL
10.6.2. Coaching and Mentoring
10.6.3. Processes

10.7. New Leadership Styles 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. Incorporating New Generations into Leadership Roles
10.8.2. Female Leadership
10.8.3. Multicultural Management

10.9. Leader Coach

10.9.1. Coach Leadership Skills
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

Module 11. Leadership, Ethics and Social Responsibility in Companies 

11.1. Globalization and Governance 

11.1.1. Governance and Corporate Governance 
11.1.2. The Fundamentals of Corporate Governance in Companies 
11.1.3. The Role of the Board of Directors in  the Corporate Governance Framework 

11.2. Leadership 

11.2.1. Leadership A Conceptual Approach 
11.2.2. Leadership in Companies 
11.2.3. The Importance of Leaders in Business Management 

11.3. Cross Cultural Management 

11.3.1. Cross Cultural Management Concept 
11.3.2. Contributions to Knowledge of National Cultures 
11.3.3. Diversity Management 

11.4. Management and Leadership Development 

11.4.1. Concept of Management Development 
11.4.2. Concept of Leadership 
11.4.3. Leadership Theories 
11.4.4. Leadership Styles 
11.4.5. Intelligence in Leadership 
11.4.6. The Challenges of Today's Leader 

11.5. Business Ethics 

11.5.1. Ethics and Morality 
11.5.2. Business Ethics 
11.5.3. Leadership and Ethics in Companies 

11.6. Corporate Social Responsibility 

11.6.1. International Dimensions of Corporate Social Responsibility 
11.6.2. Implementing Corporate Social Responsibility 
11.6.3. The Impact and Measurement of Corporate Social Responsibility 

11.7. Responsible Management Systems and Tools 

11.7.1. CSR: Corporate Social Responsibility 
11.7.2. Essential Aspects for Implementing a Responsible Management Strategy 
11.7.3. Steps for the Implementation of a Corporate Social Responsibility Management System 
11.7.4. CSR Tools and Standards 

11.8. Multinationals and Human Rights 

11.8.1. Globalization, Multinational Companies and Human Rights 
11.8.2. Multinational Corporations and International Law 
11.8.3. Legal Instruments for Multinationals in the Area of Human Rights 

11.9. Legal Environment and Corporate Governance 

11.9.1. International Rules on Importation and Exportation 
11.9.2. Intellectual and Industrial Property 
11.9.3. International Labor Law 

Module 12. People and Talent Management 

12.1. Strategic People Management 

12.1.1. Strategic Management and Human Resources 
12.1.2. Strategic People Management 

12.2. Human Resources Management by Competencies 

12.2.1. Analysis of the Potential 
12.2.2. Remuneration Policy 

12.2.2.1. Career/Succession Planning 

12.3. Performance Evaluation and Performance Management 

12.3.1. Performance Management 
12.3.2. Performance Management: Objectives and Process 

12.4. Innovation in Talent and People Management 

12.4.1. Strategic Talent Management Models 
12.4.2.  Talent Identification, Training and Development 
12.4.3. Loyalty and Retention 
12.4.4. Proactivity and Innovation 

12.5. Motivation 

12.5.1. The Nature of Motivation 
12.5.2. Expectations Theory 
12.5.3. Needs Theory 
12.5.4. Motivation and Financial Compensation 

12.6. Developing High Performance Teams 

12.6.1. High-Performance Teams: Self-Managed Teams 
12.6.2. Methodologies for the Management of High Performance Self-Managed Teams 

12.7. Change Management 

12.7.1. Change Management 
12.7.2. Type of Change Management Processes 
12.7.3. Stages or Phases in the Change Management Process 

12.8. Negotiation and Conflict Management 

12.8.1. Negotiation 
12.8.2. Conflict Management. 
12.8.3. Crisis Management 

12.9. Executive Communication 

12.9.1. Internal and External Communication in the Corporate Environment 
12.9.2. Communication Departments 
12.9.3. The Person in Charge of Communication of the Company The Profile of the Dircom 

12.10. Productivity, Attraction, Retention and Activation of Talent 

12.10.1. Productivity 
12.10.2. Talent Attraction and Retention Levers 

Module 13. Economic and Financial Management 

13.1. Economic Environment 

13.1.1. Macroeconomic Environment and the National Financial System 
13.1.2. Financial Institutions 
13.1.3. Financial Markets 
13.1.4. Financial Assets 
13.1.5. Other Financial Sector Entities 

13.2. Information Systems and Business Intelligence 

13.2.1. Fundamentals and Classification 
13.2.2. Cost Allocation Phases and Methods 
13.2.3. Choice of Cost Center and Impact 

13.3. Financial Management 

13.3.1. The Company's Financial Decisions 
13.3.2. Financial Department 
13.3.3. Cash Surpluses 
13.3.4. Risks Associated with Financial Management 
13.3.5. Financial Administration Risk Management 

13.4. Financial Planning 

13.4.1. Definition of Financial Planning 
13.4.2. Actions to be Taken in Financial Planning 
13.4.3. Creation and Establishment of the Business Strategy 
13.4.4. The Cash Flow Table 
13.4.5. The Working Capital Table 

13.5. Corporate Financial Strategy 

13.5.1. Corporate Strategy and Sources of Financing 
13.5.2. Financial Products for Corporate Financing 

13.6. Strategic Financing 

13.6.1. Self-financing 
13.6.2. Increase in Equity 
13.6.3. Hybrid Resources 
13.6.4. Financing Through Intermediaries 

13.7. Analyzing and Solving Cases/Problems 

13.7.1. Financial Information on Industria de Diseño y Textil, S.A. (INDITEX) 

Module 14. Commercial and  Strategic Marketing Management 

14.1. Commercial Management 

14.1.1. Conceptual Framework of Commercial Management 
14.1.2. Business Strategy and Planning 
14.1.3. The Role of Sales Managers 

14.2. Marketing 

14.2.1. The Concept of Marketing 
14.2.2. The Basic Elements of Marketing 
14.2.3. Marketing Activities in Companies 

14.3. Strategic Marketing Management 

14.3.1. The Concept of Strategic Marketing 
14.3.2. Concept of Strategic Marketing Planning 
14.3.3. Stages in the Process of Strategic Marketing Planning 

14.4. Managing Digital Campaigns 

14.4.1. What is a Digital Advertising Campaign? 
14.4.2. Steps to Launch an Online Marketing Campaign 
14.4.3. Mistakes in Digital Advertising Campaigns 

14.5. Sales Strategy 

14.5.1.  Sales Strategy 
14.5.2. Sales Methods 

14.6. Corporate Communication 

14.6.1. Concept 
14.6.2. The Importance of Communication in the Organization 
14.6.3. Type of Communication in the Organization 
14.6.4. Functions of Communication in the Organization 
14.6.5. Elements of Communication 
14.6.6. Communication Problems 
14.6.7. Communication Scenarios 

14.7. Digital Communication and Reputation 

14.7.1. Online Reputation 
14.7.2. How to Measure Digital Reputation? 
14.7.3. Online Reputation Tools 
14.7.4. Online Reputation Report 
14.7.5. Online Branding 

Module 15. Executive  Management 

15.1. General Management 

15.1.1. The Concept of General Management 
15.1.2. The Role of the CEO 
15.1.3. The CEO and their Responsibilities 
15.1.4. Transforming the Work of Management 

15.2. Manager Functions: Organizational Culture and Approaches 

15.2.1. Manager Functions: Organizational Culture and Approaches 

15.3. Public Speaking and Spokesperson Education 

15.3.1. Interpersonal Communication 
15.3.2. Communication Skills and Influence 
15.3.3. Communication Barriers 

15.4. Personal and Organizational Communications Tools 

15.4.1. Interpersonal Communication 
15.4.2. Interpersonal Communication Tools 
15.4.3.  Communication in the Organization 
15.4.4. Tools in the Organization 

15.5. Communication in Crisis Situations 

15.5.1. Crisis 
15.5.2. Phases of the Crisis 
15.5.3. Messages: Contents and Moments 

15.6. Preparation of a Crisis Plan 

15.6.1. Analysis of Possible Problems 
15.6.2. Planning 
15.6.3. Adequacy of Personnel 

15.7. Emotional Intelligence 

15.7.1. Emotional Intelligence and Communication 
15.7.2.  Assertiveness, Empathy, and Active Listening 
15.7.3. Self-Esteem and Emotional Communication 

15.8. Personal Branding 

15.8.1. Strategies for Personal Brand Development 
15.8.2. Personal Branding Laws 
15.8.3. Tools for Creating Personal Brands 

15.9. Leadership and Team Management 

15.9.1. Leadership and Leadership Styles 
15.9.2. Leader Capabilities and Challenges 
15.9.3. Managing Change Processes 
15.9.4. Managing Multicultural Teams

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A complete program with everything you need to position yourself in the best companies in the sector”

Professional Master's Degree MBA in Video Game Business Management

The video game industry has experienced sustained growth in recent years, becoming an economic sector of great importance worldwide. To respond to this reality, at TECH Global University we have designed our Professional Master's Degree MBA in Video Game Business Management, focused on professionals qualified to lead and manage companies in this field. This postgraduate program offers a practical and innovative approach to educate experts in the different areas that make up the video game industry. Topics to be covered include the analysis of business models, project management, creativity in the generation of ideas, and the application of specific marketing techniques for the sector.

The video game industry requires highly specialized and skilled professionals, with skills to lead and manage teams in a constantly changing and evolving environment. Our Professional Master's Degree MBA in Video Game Business Management is designed to provide students with the necessary skills to make strategic and tactical decisions that enable efficient management in the video game industry. In this postgraduate course, students will have the opportunity to acquire up-to-date knowledge on the latest trends in the video game market, as well as to design and implement effective marketing strategies applicable to the sector. In addition, students will delve into the analysis of the legal and fiscal aspects that govern the operation of video game companies, providing them with the necessary tools to make management decisions in a complex regulatory framework.