Diploma in the Fandom Economy
The Diploma in the Fandom Economy is a 100% online professional diploma (450 hours, 36 weeks) for anyone who wants to build a career in the fandom economy. You learn through practical modules and real case studies, guided by tutors with industry experience, and finish with a final project.
New intake every two months · Interest-free payment plans · ESINEV certificate of completion (non-accredited training).
Price:
$3,099.00
General Information
- Level: Professional Diploma
- Mode: Online
- Type: Esports, Gaming and Fandom
- Duration: 36 weeks
- Hours: 450 hours
- Enrollment period: Open
- Start date:
- Financing: Up to 10 monthly payments
About the Diploma in the Fandom Economy
Continue your learning path
Keep building your profile in this area with these ESINEV Australia programs:
- Master’s in Event Sustainability Management and ISO 20121 (Professional Master’s Program)
- Master’s in Multicultural Event Organisation (Professional Master’s Program)
- Diploma in Carbon Footprint and Event Decarbonization (Professional Diploma)
- Course in Sustainable Procurement and Green Tendering (Short Course)
Explore all our professional master’s programs, diplomas and short courses, or talk to an advisor.
About your certificate: ESINEV programs are non-accredited professional training delivered 100% online. On completion you receive an ESINEV certificate of completion. ESINEV is not a Registered Training Organisation (RTO) or a TEQSA-registered higher education provider, and its programs do not lead to AQF-recognised qualifications.
Career outcomes of the Diploma in the Fandom Economy
The Diploma in the Fandom Economy prepares you to work with confidence on projects related to Fandom Economy. You will learn to:
- Analyse needs, risks and opportunities.
- Design realistic solutions, plans and procedures.
- Coordinate teams, vendors and resources.
- Define KPIs to measure and improve results.
Content of the Diploma in the Fandom Economy
450-hour program over 36 weeks, 100% online. The curriculum combines technical knowledge, tools and hands-on practice in Fandom Economy.
Module 1: Foundations and industry context
Key concepts, terminology and current trends in Fandom Economy, and how they apply to different types of events in the Australian market.
Module 2: Needs analysis, audiences and data
How to diagnose requirements, understand attendees and stakeholders, and use data to make better decisions.
Module 3: Designing solutions and experiences
Building proposals and attendee experiences that meet objectives, budget and brand standards.
Module 4: Operational planning, budgeting and resources
Turning ideas into executable plans: timelines, budgets, staffing and logistics.
Module 5: Tools, technology and automation
Digital tools, platforms and AI that streamline Fandom Economy workflows.
Module 6: Team and vendor coordination
Working with internal teams, contractors and vendors: briefs, contracts and follow-up.
Module 7: Risk, quality and compliance
Identifying risks, applying quality standards and meeting legal and regulatory requirements.
Module 8: KPIs, measurement and evaluation
Defining KPIs, collecting data and evaluating results to improve future events.
Final project
A complete Fandom Economy project for a real or simulated event: diagnosis, objectives, plan, budget, risks, KPIs and conclusions.