Esports and gaming training built for you.
A lesson of a few hours, a full module or an entire programme: we design and deliver training on video games, esports and influence, based on your learning objectives.
- Since
- 2016in video games, esports and influence
- Learners
- 3,500+trained in courses, masterclasses and talks
- Formats
- 3on site, remote or on an LMS in your colours
- Deliverables
- 1 / modulea deliverable reusable at work or in front of a jury
From one lesson to a full programme.
For higher education (universities, bachelor's, master's, MBA) as well as public and private sector employees.
- A few hours
A lesson
A precise topic, a targeted audience: the session your programme is missing.
- 6 to 8 h
A full module
Lessons, case studies and assessment, with a deliverable at the end.
- Degree level
A full programme
Bachelor in esports and gaming, bachelor in communication and gaming, master in esports management, MBA in sport and esports business…
- Hands-on
Cases and workshops
Case studies, workshops, group projects and seminars tailored to your learners.
What we teach.
A selection of courses already delivered. Each topic comes as a lesson, a module or a workshop.
- Esports business models
- Marketing and communication in esports
- Gaming and esports influencer marketing
- Building an esports strategy
- Business development in esports
- Esports, sport and health
- Esports and the Olympic Games
- Esports for regional development
- Esports trends and innovations
- Careers in esports
- Structuring esports and its ecosystem
- Esports and video games for local authorities
Six modules, by field of study.
Our modules apply to video games what your learners already study. Four examples, to be co-designed with your teams.
- Marketing and communication
Gaming and esports marketing
The video game and esports market · Gamer communities · Influence and gaming creators · Brand activation and sponsorship · Social ads and gaming data · Managing an esports partnership
Deliverables: market sheet, creator brief, activation plan, KPI dashboard - Sport management
Esports and fan experience
Sport and esports, one audience · Streaming, rights and creators · Esports sponsorship and activation · Phygital fan experience · Major gaming events · Data, integrity and responsible esports
Deliverables: ecosystem map, partnership offer, event file - Engineering and digital
Tech and video games
The industry through an engineer's eyes · Data and esports performance · Integrity and cybersecurity · Cloud, networks and events · AI and new uses of games · Tech careers in video games
Deliverables: data case study, risk map, watch note - Game design and creative
Industry and communities
Video game culture and history · The industry, who does what · Communities and creators · Esports for creatives · From student project to audience · Career and personal branding
Deliverables: community plan, launch sheet, ready portfolio
Four steps, your teams in the loop.
- 01
Teaching workshop
Career outcomes, target skills, level: we start from your programme or your roles.
- 02
Joint design
Lessons, quizzes, case studies and assessments, written with your teams.
- 03
Validation
Your managers approve each module before launch.
- 04
Delivery and follow-up
On site, remote or on the LMS, with a shared review.
A lesson, a module or a programme? Tell us what you need.
Build my training →Learn from those who shape the market.
Our speakers are working professionals. They negotiate influence contracts and manage talent at STAKRN Agency. They plan arenas and hybrid venues at STAKRN Innovation.
- Demanding: master's-level content, even in a one-hour session.
- Practical: real cases, sourced figures, tools you reuse the next day.
- Playful: you progress by levels, unlock, validate. Gaming culture serves learning.
Two ways to integrate our modules: as a specialisation, a track within your programme assessed by your juries, or as a complement, outside the curriculum, with a certificate of completion.
Your questions
Do you work everywhere in France?
Yes, on site anywhere in France, remotely, and internationally. Our training can also be delivered on an LMS platform in your colours.
Do our modules have to fit into the curriculum?
Not necessarily. The six modules can become a specialisation within your programme, assessed by your juries, or a self-paced complement that leaves timetables untouched.
Who are the speakers?
Practitioners from the STAKRN team, working in influence, esports and venue planning, led by Boris Bergerot, founder of STAKRN and an esports and video game expert. The list of past talks gives an overview of their topics.
Can you train employees, not just students?
Yes. Marketing, sponsorship, sales, project or digital teams: see our paths for companies and local authorities.
How do we get a proposal?
Describe your audience, goals and timeline in the form. We will get back to you within 48 business hours.
Keep playing.
- OfferLMS platform40 hours built for you, a 70-hour knowledge base, an AI Expert Coach, in your colours.Discover →
- OfferTalks and masterclassesTalks, seminars and masterclasses for your events and your teams.Discover →
- CatalogueProgrammesThe knowledge base: 8 programmes, 44 modules, 165 lessons in open access.Discover →
- Who it's forSchools and universitiesSix modules created for each programme, without touching your curriculum.Discover →
- Who it's forCompaniesTrain your marketing, sponsorship and sales teams in gaming.Discover →
- Who it's forSports clubs and organisationsClubs, federations, agencies: connecting sport and esports.Discover →
Our speakers work every day at STAKRN Agency: esports strategy, talent management and influence campaigns for brands.
Discover STAKRN AgencyLet's build your training.
Audience, hours, goals, timeline: a few lines are enough to get started. We will get back to you within 48 business hours.
hello@stakrn.com