University certificate
The world's largest faculty of video games”
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”
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"
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.
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
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.