ESH-27670 · Gaming

Game Publishing Professional for Youth 14–17 — Gaming

A 16-hour intermediate course for teen founders and secondary-school learners who want to develop workplace-ready and venture-ready capability in game publishing. The course combines the gaming context with practical frameworks, realistic cases, guided exercises and a final applied output. Participants finish with a structured approach they can adapt to a real venture, team or project.

Self-paced online16 hoursIntermediateYouth 14–17Build pathway
Who it is for

Youth 14–17

Designed for teen founders and secondary-school learners. It is especially useful for learners who need a structured, practical route into game publishing rather than a purely theoretical overview.

Prerequisites

What you need

Curiosity about business or technology; no prior startup required.

Completion

European Startup Hub Certificate of Completion — Game Publishing Professional

Case analysis, structured assignments and a final implementation project.

Learning outcomes

What you will be able to do.

Outcome 1

Explain the core principles of game publishing in the context of gaming.

Outcome 2

Diagnose a realistic game publishing challenge using structured startup tools.

Outcome 3

Build a practical game publishing output appropriate for youth 14–17.

Outcome 4

Evaluate evidence, assumptions and trade-offs before making game publishing decisions.

Outcome 5

Apply game publishing methods to a venture, project or organisational scenario.

Outcome 6

Create a next-step action plan that can be used after the course.

Full syllabus

10 course modules.

Each module combines explanation, examples and an applied activity.

Module 1

Foundations of Game Publishing

Practical study of foundations of game publishing with examples, prompts and an applied activity.

Module 2

The Gaming context

Practical study of the gaming context with examples, prompts and an applied activity.

Module 3

Customers, users and stakeholder needs

Practical study of customers, users and stakeholder needs with examples, prompts and an applied activity.

Module 4

Tools and frameworks for Game Publishing

Practical study of tools and frameworks for game publishing with examples, prompts and an applied activity.

Module 5

Evidence, data and assumptions

Practical study of evidence, data and assumptions with examples, prompts and an applied activity.

Module 6

Designing the approach

Practical study of designing the approach with examples, prompts and an applied activity.

Module 7

Execution and operating decisions

Practical study of execution and operating decisions with examples, prompts and an applied activity.

Module 8

Measurement and key indicators

Practical study of measurement and key indicators with examples, prompts and an applied activity.

Module 9

Risks, ethics and common failure modes

Practical study of risks, ethics and common failure modes with examples, prompts and an applied activity.

Module 10

Case study: Game Publishing in practice

Practical study of case study: game publishing in practice with examples, prompts and an applied activity.

Assessment

Case analysis, structured assignments and a final implementation project.

Included materials

Digital course notes · Practical worksheets · Case exercises · Action-plan template · Completion record in ESH ID

Learning support

Platform learning support; live facilitator interaction is included where the delivery format states Live online or Blended online.

Course information & disclaimer

Educational programme. Completion does not constitute professional, legal, financial or investment advice and does not guarantee funding, employment or business outcomes. Catalogue version 2026.1 · Last reviewed 2026-08-24.

Ready to begin?

Game Publishing Professional for Youth 14–17 — Gaming · 16 hours · Self-paced online

Enrol for €220