ESH-27911 · Gaming

Gaming Commercialisation Essentials for Youth 10–13 — Gaming

A 8-hour beginner course for young learners aged 10–13 who want to apply the essential tools with confidence in gaming commercialisation. 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.

Live online8 hoursBeginnerYouth 10–13Explore pathway
Who it is for

Youth 10–13

Designed for young learners aged 10–13. It is especially useful for learners who need a structured, practical route into gaming commercialisation rather than a purely theoretical overview.

Prerequisites

What you need

No prior business experience required.

Completion

European Startup Hub Certificate of Completion — Gaming Commercialisation Essentials

Module quizzes, applied worksheets and a final scenario exercise.

Learning outcomes

What you will be able to do.

Outcome 1

Explain the core principles of gaming commercialisation in the context of gaming.

Outcome 2

Diagnose a realistic gaming commercialisation challenge using structured startup tools.

Outcome 3

Build a practical gaming commercialisation output appropriate for youth 10–13.

Outcome 4

Evaluate evidence, assumptions and trade-offs before making gaming commercialisation decisions.

Outcome 5

Apply gaming commercialisation 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

8 course modules.

Each module combines explanation, examples and an applied activity.

Module 1

Foundations of Gaming Commercialisation

Practical study of foundations of gaming commercialisation 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 Gaming Commercialisation

Practical study of tools and frameworks for gaming commercialisation 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.

Assessment

Module quizzes, applied worksheets and a final scenario exercise.

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?

Gaming Commercialisation Essentials for Youth 10–13 — Gaming · 8 hours · Live online

Enrol for €135