The fundamentals of video games and esports.
The starting point of the knowledge base: understand France's leading cultural industry, its players, its business models and its audiences.
- Duration
- 10 h 55in the knowledge base, open access
- Modules
- 7and 27 lessons of 20 to 30 minutes
- Languages
- FR · EN · ESnative content, 35+ interface languages
- Proof
- Badgeper module, plus a verifiable certificate
What the programme covers.
Video games generated €5.9 billion in revenue in France in 2025. 40.2 million French people play, 73% of those aged 10 to 80. This programme gives the reference points to talk about it accurately.
- The market: a quick history, key figures, console, PC, mobile and cloud segments, game genres;
- the players: developers, publishers, platforms, media and creators;
- business models: premium, free-to-play, live service, subscriptions, advertising;
- esports: definitions, disciplines, levels of play, leagues, teams, organisers;
- audiences: demographics, live and VOD, mobile, audience measurement.
Sources: SELL, French market 2025; SELL and Médiamétrie, Les Français et le jeu vidéo 2025.
7 modules, 27 lessons.
Micro-lessons of 20 to 30 minutes, each ending with a quiz.
- Module 1 · 1 h 35
The video game industry: an overview
- A quick history of video games
- Key figures and market geography
- Console, PC, mobile, cloud: the segments
- Game genres and formats
- Module 2 · 1 h 40
Players and value chain
- Developers and publishers: who does what
- Platforms and distribution
- The pivotal role of the publisher in esports
- Media, creators and broadcast platforms
- Module 3 · 1 h 35
Business models
- Premium, free-to-play and live service
- Microtransactions, season passes, cosmetics
- Subscriptions and advertising
- Reading a business model: guided case
- Module 4 · 1 h 35
From play to electronic sport
- What is esports? Definitions
- Disciplines and competitive titles
- Amateur, semi-pro, professional
- Esports and traditional sport: convergences
- Module 5 · 1 h 35
The esports ecosystem
- Publishers, leagues and circuits
- Teams, players and staff
- Tournament organisers (TOs)
- Fans, communities and culture
- Module 6 · 1 h 35
Audiences and consumption
- Audience demographics
- Watch time, live and VOD
- Mobile and new audiences
- Measuring an esports audience
- Module 7 · 1 h 20
Market watch workshop, update and cross-cutting deliverable
- Identify reliable sources and their limits
- Update a case or a figure
- Produce an actionable summary sheet
What your learners take away.
Speak the industry's language
The right words, the right orders of magnitude, the right players: enough to hold a conversation with a publisher or a club.
Read a business model
Know where the money comes from, who captures it and how it flows between publishers, platforms, teams and brands.
Prepare what comes next
A shared foundation for the other programmes, such as key games or responsible esports.
Programme 1 of 8, 10 h 55.
This programme is part of the knowledge base. The knowledge base is open to every learner. Nothing in it is mandatory: each learner uses it as needed. The real value of the platform is the 40 hours we create for your school or organisation.
It is available on the LMS platform in your colours or in your LMS in SCORM format. Next programme: Key games, vol. 1: MOBA and FPS.
Your 40 custom hours can extend this programme. Let's talk about your needs.
Build my 40 hours →Your questions
Do you need to be a gamer to follow this programme?
No. It is designed for learners who do not play, as well as for players who want to understand the industry behind their games.
Which programme should we start with?
This one, if the learner is new to the industry. It lays the foundations used in the other knowledge base programmes.
Does the content keep up with the news?
Yes. Each programme ends with a market watch workshop, and content is reviewed at least once a year.
Keep playing.
- Programme 2Key games, vol. 1League of Legends, Dota 2, Counter-Strike 2, Valorant: games, rules and circuits.Discover →
- Programme 4Responsible esportsInclusion, accessibility, moderation, health, integrity, CSR.Discover →
- CatalogueProgrammesThe knowledge base: 8 programmes, 44 modules, 165 lessons in open access.Discover →
- OfferCustom trainingA lesson, a module or a full programme, designed for your goals.Discover →
- Who it's forSchools and universitiesSix modules created for each programme, without touching your curriculum.Discover →
- OfferTalks and masterclassesTalks, seminars and masterclasses for your events and your teams.Discover →
The content is written by the STAKRN teams, active in video games, esports and influence since 2016.
Discover STAKRNGet the details.
Objectives of each lesson, sample quizzes, and ideas for custom modules to go further. Reply within 48 business hours.
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