NCFE Level 3 Diploma in Esports
Ref:
610/7608/9
Sector:
Leisure, Travel and Tourism
Registration & certification fee:
£170.00
Level:
Level 3
Minimum entry age:
16
GLH:
780
TQT:
1170
Credit value:
N/A
About this qualification
This qualification is intended for learners aiming to develop an understanding of both theoretical concepts and applied practices across key occupational areas within the esports industry, including media, business, coaching, event management, and artificial intelligence (AI).
It provides sector-informed knowledge and technical competencies, enabling learners to develop their skills as they explore one or more occupational areas. The qualification’s structured and developmental approach supports learners in acquiring the analytical, practical, and problem-solving abilities required to meet evolving industry expectations. It also facilitates progression into higher-level study or employment within the broader esports and digital creative sectors.
Learning resources coming soon with Esports Academics.
Who is it suitable for?
This qualification is designed for learners aged 16 and above.
What are the entry requirements?
This qualification is designed for learners who have an interest in esports and wish to develop the knowledge and skills needed to progress into related careers within media, events management, business, coaching, technology, AI, and wider digital support roles.
It may also be useful to learners studying qualifications in the following sectors/areas:
- business
- event management
- IT or computing
Registration is at the discretion of the centre in accordance with equality legislation and should be made on the NCFE Portal.
There are no formal entry requirements. However, it is recommended that learners have prior knowledge or experience in related fields such as esports, business, media production, IT, or digital technology. Completion of a level 2 qualification in a relevant subject will support progression and success.
Centres are responsible for ensuring that all learners are capable of achieving the units and learning outcomes (LOs) and complying with the relevant literacy, numeracy, and health and safety requirements.
Learners registered on this qualification should not undertake another qualification at the same level, or with the same/a similar title, as duplication of learning may affect funding eligibility.
How is this qualification structured?
This qualification consists of 1 mandatory unit and 30 optional units across 5 occupational areas:
To be awarded this qualification learners are required to successfully achieve the 1 mandatory unit and 12 optional units.
How is it assessed?
This qualification is internally assessed and externally quality assured via portfolio of evidence.
How long will it take to complete this qualification?
This qualification can be completed in 12 months or less depending on the learner’s knowledge and experience.
Is employment or completion of work/industry placement required for this qualification?
Work/industry placement experience is not required.
What related qualifications can you progress to?
Learners who achieve this qualification could progress to the following:
further education:
- level 4 esports.
higher education:
- esports related degree.
Career opportunities
Learners who successfully achieve this qualification may progress into employment within the esports and related industries.
Funding for our qualifications
Find out more about funding for this and other qualifications on our funding page.
Which type of job roles can you apply for on completion?
On completion of the qualification, learners may apply for job roles including junior esports coach/assistant coach, content creator/streamer (entry level), production assistant for esports broadcasts and business support assistant.
Useful links
Mandatory policies and fees | NCFE
Support materials
Qualification specification (PDF | 1519 KB)
Qualification specification (Word) (DOCX | 983 KB)
Qualification factsheet (PDF | 197 KB)
Support Handbook (PDF | 371 KB)
Unit breakdown
Introduction to the Esports Industry (D/652/2076)
Strategic Brand Activation (F/652/2077)
Analysing and Understanding the Esports Market (H/652/2078)
Esports Marketing and Branding Essentials (J/652/2079)
Building Effective Esports Teams and Organisations (M/652/2080)
Digital Marketing Strategies for Esports (R/652/2081)
Financial and Risk Management in Esports (T/652/2082)
Esports Media Content Creation (Y/652/2083)
Visual and Audio Storytelling in Esports (A/652/2084)
Pre- and Post-Production in Media Broadcasting (D/652/2085)
Media Analytics and Audience Insights (F/652/2086)
Esports Media Branding and Identity (H/652/2087)
Developing Technologies in Esports Media (J/652/2088)
Coaching Principles in Esports (K/652/2089)
Psychology for Performance (R/652/2090)
Technology Integration and Player Management (T/652/2091)
Player Development and Long-Term Performance Planning (Y/652/2092)
Mental Resilience and Emotional Control in Esports (A/652/2093)
Coaching Analytics and Decision-Making Tools (D/652/2094)
Esports Event Management (F/652/2095)
Strategic Events Leadership and Logistics (H/652/2096)
Broadcasting and Live Event Optimisation (J/652/2097)
Esports Event Marketing and Audience Engagement (K/652/2098)
Financial Management and Sustainability in Esports Events (L/652/2099)
Legal and Ethical Considerations in Esports Event Management (A/652/2100)
AI Applications in Esports (D/652/2101)
Strategic Data Management and Analytics (F/652/2102)
AI-Powered Innovation in Esports Performance (H/652/2103)
Ethical and Responsible AI Use in Esports (J/652/2104)
AI-Enhanced Esports Training Programs (K/652/2105)
AI-Driven Esports Business Strategy and Market Analysis (L/652/2106)