Mastering the Art of Communication in e-Sport Management

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Dive into the world of e-Sport management with a focus on effective communication skills. Learn the importance of making a good first impression, introducing yourself in a compelling manner, and mastering reading techniques such as skimming for key information. Gain insights on how communication plays a vital role in starting successful business relationships and engaging with others in the e-Sport industry.


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  1. ESM3401 English for e-Sport Management Chapter 1 Introduction to e-Sport Management

  2. OVERVIEW ESPORT MANAGEMENT WRITING SPEAKING READING

  3. Speaking

  4. SPEAKING MEETING NEW PEOPLE Your FIRST IMPRESSTION can be the difference between starting a SUCCESSFUL BUSINESS relationship or FINISHING with a one-off MEETING. It is very easy to make a negative first impression on someone, often without knowing you ve done so. It s much harder to make a positive impression, GOOD BUSINESSMAN must put effort into YOUR INTRODUCTION.

  5. SPEAKING GOOD FIRST IMPRESSION Most people begin forming an opinion of you within 3 SECONDS and these judgements can be difficult to modify. LET THEM KNOW, we're saying we're interested in establishing some sort of ongoing RAPPORT for mutual BENEFIT. There are 3 parts to our introductions: RESPECT BEHAVIOUR (Handshake, Bow, Pay Respect) INTRODUCING YOURSELF MOVING TO CONVERSATION The way you present yourself provides people with a first impression of you.

  6. SPEAKING INTRODUCING YOURSELF Your introduction should tell people WHO you are? Introduction should ENCOURAGE PEOPLE to engage with you. When introducing yourself, apart from your name you should consider including: ROLE AND TITLE BUSINESS, TRADE, INDUSTRY, ORGANIZATION BRIEF DESCRIPTION OF BUSINESS MEMORY HOOK (quick, ear-catching phrase that people are likely to remember) BENEFIT STATEMENT of PRODUCT OR SERVICE OFFER Always remember to speak clearly and smile, making eye contact with the listener

  7. SPEAKING IN CLASS ACTIVITY INTRODUCING YOURSELF MEETING CUSTOMER SELL THE COMPANY WATER

  8. Reading

  9. READING SKIMMING TECHNIQUE Skimming is a strategic, selective reading method in which you focus on the MAIN IDEA of a text. When skimming, deliberately SKIP text that provides details, stories, data, or other elaboration. Instead of closely reading every word, Skimming is extracting the essence of the author s main messages rather than the finer points.

  10. READING SKIMMING METHODS Beginnings & endings: Read FIRST and LAST sentences of paragraphs of major sections Wheat vs. chaff: Read only the amount of text necessary to determine a MAIN IDEA or SUPPORTIVE IDEA Visual & verbal cues: Watch for signal words and phrases that indicate an author s direction (e.g., however, although, moreover, in addition to). Things to focus on while skimming: Introduction and conclusion Chapter/section summaries First and last sentences Titles, subtitles, and headings Bold words Charts, graphs, or pictures End of chapter review questions

  11. READING WHY SKIMMING ? You need the BIG PICTURE or main points when you re reading. Even if you re going to do a more detailed reading of the text, skimming as a form of previewing can help you better comprehend what you read. Make the most of your time. Sometimes you don t have time to do everything. With skimming, you ll be able to cover vast amounts of material more quickly and save time for everything else that you have on your plate. You need to review a text you have read before. Skimming is also an efficient way to refresh your memory of large amounts of material before an exam.

  12. READING SKIMMING TECHNIQUE Know what you want Read vertically as well as horizontally Think like the author Pre-read before you start skimming Try to detect the main idea in the introductory paragraphs Read the first sentence in each paragraph Don t necessarily read complete sentences

  13. The rise of the phenomenon eSports In recent years, eSport has become widely popular; so much in fact that it could become a part of the Olympic Games in 2024. A huge variety of competitive electronic games exist; among the best-known formats are League of Legends, DOTA 2, Counter-Strike: Global Offensive, StarCraft II, FIFA, Overwatch, Heroes of the Storm, NBA2KX, Rocket League, Call of Duty, to name just a few. eSports can be defined as the organized competitive playing of video games (Jenny, Manning, Keiper & Olrich, 2017). One usually distinguishes between three broad game categories: strategy games (RTS or MOBA), Ego-Shooters (FPS), and sport and race simulations. These eSports disciplines differ considerably in their game mechanics on which they are based. eSports is a rapidly growing industry that attracts a high number of players and has a high economic value. Formats such as FIFA 18 were sold around 24 million times in the first 11 months after market launch. In the same period, FIFA 18 registered around 7 billion played matches and more than 20 million players from 60 countries took part in official online FIFA competitions A survey conducted by the PricewaterhouseCoopers GmbH with 1001 participants aged 14 35 (Ballhaus et al., 2017) found out that 80.6% of respondents play video games more or less regularly, 55% of male respondents even several times a week. No significant differences depending on the age of the interviewees were observed. Of those surveyed, 73.9% knew the term eSport, of which 3% were professional players and 29.2% non-professional eSportspersons. The phenomenon of eSport is by no means limited to the players themselves, but also attracts a large number of spectators. Today, almost 11 million people in Germany regularly consume eSports events through online streaming platforms such as YouTube, Twitch or Smashcast (Ballhaus et al., 2017). The League of Legends Worlds Finals 2014 in Seoul attracted 45,000 spectators. Two years later, the final round of the League of Legends World Championships was already followed by a total of 43 million spectators worldwide. In the same year, the total number of spectators (online or in stadiums) in international professional eSport was estimated at 323 million worldwide. For 2020, experts expect around 589 million spectators worldwide, which makes eSport extremely interesting from a commercial point of view. Already in 2016, eSport generated revenues of around EUR 300 million worldwide (Ballhaus et al., 2017).

  14. The rise of the phenomenon eSports In recent years, eSport has become widely popular; so much in fact that it could become a part of the Olympic Games in 2024. A huge variety of competitive electronic games exist; among the best-known formats are League of Legends, DOTA 2, Counter-Strike: Global Offensive, StarCraft II, FIFA, Overwatch, Heroes of the Storm, NBA2KX, Rocket League, Call of Duty, to name just a few. eSports can be defined as the organized competitive playing of video games (Jenny, Manning, Keiper & Olrich, 2017). One usually distinguishes between three broad game categories: strategy games (RTS or MOBA), Ego- Shooters (FPS), and sport and race simulations. These eSports disciplines differ considerably in their game mechanics on which they are based. eSports is a rapidly growing industry that attracts a high number of players and has a high economic value. Formats such as FIFA 18 were sold around 24 million times in the first 11 months after market launch. In the same period, FIFA 18 registered around 7 billion played matches and more than 20 million players from 60 countries took part in official online FIFA competitions A survey conducted by the PricewaterhouseCoopers GmbH with 1001 participants aged 14 35 (Ballhaus et al., 2017) found out that 80.6% of respondents play video games more or less regularly, 55% of male respondents even several times a week. No significant differences depending on the age of the interviewees were observed. Of those surveyed, 73.9% knew the term eSport, of which 3% were professional players and 29.2% non-professional eSportspersons. The phenomenon of eSport is by no means limited to the players themselves, but also attracts a large number of spectators. Today, almost 11 million people in Germany regularly consume eSports events through online streaming platforms such as YouTube, Twitch or Smashcast (Ballhaus et al., 2017). The League of Legends Worlds Finals 2014 in Seoul attracted 45,000 spectators. Two years later, the final round of the League of Legends World Championships was already followed by a total of 43 million spectators worldwide. In the same year, the total number of spectators (online or in stadiums) in international professional eSport was estimated at 323 million worldwide. For 2020, experts expect around 589 million spectators worldwide, which makes eSport extremely interesting from a commercial point of view. Already in 2016, eSport generated revenues of around EUR 300 million worldwide (Ballhaus et al., 2017).

  15. Writing

  16. WRITING WRITING EVALUATION 5 4 3 2 1 Understanding writing tasks Planning Creating Ideas Writing Introductions Organizing and linking ideas Evaluating ideas Paraphrasing Summarizing Thinking Critically

  17. WRITING WRITING CONCEPT Outline Discuss Explore Compare Explain Classify Examine Summarize

  18. WRITING WRITING CONCEPT SUPPORTIVE MAIN IDEA (WRITING CONCEPT) SUPPORTIVE SUPPORTIVE

  19. WRITING WRITING CONCEPT BUSINESS CRISIS ________ BUSINESS CRISIS

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