Learning Program

Esports Marketing & Branding

Duration 6 Modules — approx. 9 hours total
Format Live online sessions with recorded replays
Audience Marketing professionals, brand strategists
Esports Strategy Brand Positioning GTA6 Case Studies Sponsorship Audience Analytics
Esports marketing seminar environment showing digital screens and audience engagement

The esports industry has developed its own marketing logic — one that differs substantially from conventional sports or entertainment. Audiences behave differently, brand relationships form differently, and campaign timing follows game release cycles rather than broadcast seasons.

This program examines those differences through structured analysis, real campaign examples, and peer discussion. Topics span brand entry strategies, sponsorship valuation, and the kind of audience segmentation that game publishers use around major releases like Grand Theft Auto VI.

Six modules. One coherent discipline.

Each module addresses a distinct layer of esports marketing — from ecosystem fundamentals through to live campaign execution. The sequence is deliberate: later modules build on frameworks introduced earlier.

01

Esports Ecosystem Fundamentals

Who the players are — publishers, teams, broadcasters, sponsors — and how money and attention flow between them.

  • Revenue models in competitive gaming
  • Platform differences: Twitch, YouTube, TikTok
  • How game releases like GTA VI reshape market attention
02

Brand Positioning in Gaming Spaces

How brands enter gaming culture without appearing opportunistic — and what separates accepted presence from rejected intrusion.

  • Endemic vs. non-endemic brand strategies
  • Community perception and trust signals
  • Case: brand campaigns around GTA6 launch
03

Sponsorship Structure and Valuation

Deal anatomy, pricing frameworks, and what sponsors actually receive in exchange for investment in esports properties.

  • Jersey, naming rights, and digital integrations
  • Activation planning and ROI measurement
  • Negotiation dynamics between teams and brands
04

Audience Analytics and Segmentation

Gaming audiences are not monolithic. This module covers how to read the data and build segments that actually inform campaign decisions.

  • Tools: Newzoo, Stream Hatchet, native platform data
  • Behavioral segmentation in game communities
  • Applying segments to Grand Theft Auto VI audience profiles
05

Content and Community Strategy

What content formats work in esports, how community managers operate, and the difference between a campaign that spreads and one that stalls.

  • Creator partnerships vs. owned content
  • Discord, Reddit, and forum-native communication
  • Content calendars tied to tournament and game schedules
06

Capstone: Live Campaign Brief

Participants develop a complete marketing brief for a real or simulated esports property and present it during a structured group review session.

  • Brief format used by agencies and in-house teams
  • Peer feedback with structured critique framework
  • Instructor review and written notes
Program Instructors
Portrait of Petra Valkonen, esports brand strategist and program lead

Petra Valkonen

Esports Brand Strategist — 11 years in competitive gaming marketing, former consultant for three Tier 1 organizations
Portrait of Dmitri Ostrovsky, sponsorship and partnership specialist

Dmitri Ostrovsky

Sponsorship Specialist — structured partnership deals across gaming, tech, and consumer brands in North American esports
Portrait of Yael Brandt, audience analytics and data strategy instructor

Yael Brandt

Audience Analytics Lead — specializes in gaming data interpretation and campaign measurement for publisher-side teams
Program Composition
9h total
Live sessions — 40%
Study materials — 24%
Discussion & capstone — 36%
Participants reviewing esports campaign materials during a structured seminar session
Common Questions
Do I need a background in gaming to join?
No. The program is structured for marketing professionals and brand managers who want to understand the esports space, regardless of prior gaming experience.
Are sessions live or recorded?
Core sessions are delivered live with recorded replays available. Discussion and feedback components happen in scheduled group sessions.
Does the program cover GTA VI and similar releases?
Yes. The program uses real-world examples including the marketing buildup around the game Grand Theft Auto VI to illustrate how major game launches create brand opportunities and shift audience attention.
How long does each module take?
Each of the six modules is designed for roughly 60 to 90 minutes of focused study, including reading, video content, and discussion exercises.