In today’s workforce, there is an expanding need for workers that come with developed analytical and soft skills to meet everyday demands, but also possess a competitive passion to meet the goals outline even before the set deadlines. This type of worker provides the industry with a proficient and work-oriented skill set to ensure production is efficient. One such hobby, sports, and now a discipline that develops students into this type of career is Esports, which is blossoming into a repository for in-demand employers. This sport is growing immensely and competitive video game play is developing needed skills for tomorrow’s workforce.
Esports is advancing at a rapid pace in the US, where market research revealed that the industry’s value is set to hit a whopping 1.8 billion dollars in the next few years. “Esports has grown by an astounding 49% in the three-year span of 2019–2021, and the projected expansion of esports’ popularity shows no signs of slowing.” The rise of esports was given a further boost with millions of players and fans around the world turning to the virtual sporting realm amid ongoing restrictions on real-life sports. “As esports become more recognized throughout the world, colleges and universities are seeing the potential of an untapped group of potential students who excel at teamwork, critical thinking, and technical skills.”
As quickly as the economy is changing, so are teaching and learning practices. Gaming and game development curricula serve as a platform for adopting innovative, at-scale approaches to teaching and learning to improve student outcomes. Developing a curriculum that incorporates gaming and a protection component such as cybersecurity will be one of the first of its kind in higher education. Esports may represent an opportunity to provide the workforce with a special skill set for the workforce, as well as provide enrollment growth for institutions as program startup costs appear to be low compared to many other programs.
As technology continues to evolve, esports is the new frontier of the sports business. This major provides students with the ability to build on the comprehensive business administration core with skills in game design and game management. Students master the knowledge and skills necessary to succeed in the increasing variety of esports organizations and businesses that complement the industry. A degree prepares students to work in a variety of roles within the realm of esports including law, event management, facility management, and marketing.
An undergraduate Esports Management degree will provide you with the skills you need to achieve your career goals, including:
Graduates with a degree in Esports Management will be able to pursue a variety of opportunities in the professional, competitive, and amateur Esports arenas. They will be qualified for positions in areas such as management, production, operations, marketing, sales, sponsorship, analytics, content creation, player relations, law , and organizational governance. Opportunities for graduates of the Esports Management program will increase with the expansion of the industry and the evolving concept of sport as leisure and entertainment.
These opportunities will include roles such as:
Division Chairperson Associate Professor
Director
Professor
Assistant Professor
Associate Professor ORM
Assistant Professor of Business
The Esports Management Program
Objectives
The objectives of the Esports Management Program are as follows:
Learning Outcomes for the Esports Management Design Program
REQUIREMENTS FOR THE BACHELOR OF SCIENCE DEGREE
IN ESPORTS MANAGEMENT
General Education Requirements................................................................................................. 49
Major Core Requirements................................................................................................................... 30
ESP 101: Introduction to E-Sports ........................................................................................ 3
ESP 102: Performance and Performance Enhancement Tools in E-Sports ................................ 3
ESP 201: E- Sports Business and Marketing ........................................................................... 3
ESP 202: Structure and Governance in E-Sports ..................................................................... 3
ESP 301: Principles of Managing E-Sports............................................................................ 3
ESP 302: Experiential Learning in E-Sports.................................................................................. 3
ESP 400: Contemporary Issues in E-Sports ................................................................................. 3
ESP 401: Health and Performance in E-Sports ............................................................................. 3
ESP 402: Injuries and Rehabilitation in E-Sports ......................................................................... 3
ESP 405: Esports-Management Capstone ............................................................................... 3
MANAGEMENT REQUIREMENTS ........................................................................................... 27
BUS 380: Principles of Marketing......................................................................................... 3
BUS 385: Financial Accounting............................................................................................. 3
BUS 395: Statistics ............................................................................................................... 3
BUS 400: Business Law and Ethics....................................................................................... 3
BUS 405: Operations Management......................................................................................... 3
BUS 410: Managerial Accounting.......................................................................................... 3
BUS 465: International Business ........................................................................................... 3
BUS 480: Management Information Systems ......................................................................... 3
BUS 490: Organizational Behavior ........................................................................................ 3
OTHER COURSE REQUIREMENTS.................................................................................................10
CIS 303: Project Management…............................................................................................ 3
ECO 301: Principles of Macroeconomics................................................................................ 3
ECO 302: Principles of Microeconomics................................................................................ 3
JRS 300: Junior Seminar ............. ...............................................................................................1
ELECTIVES………………………………………………………………………..………………….. 6
TOTAL HOURS ……………………………………………………………………………………122
ESP 101 Introduction to Esports........................................................................................... 3
ESP 102 Performance and Performance Enhancement Tools in Esports......................... 3
ESP 201 Esports Business and Marketing............................................................................ 3
ESP 202 Structure and Governance in Esports................................................................... 3
ESP 301 Principles of Management in Esports.................................................................... 3
ESP 302 Experiential Learning in Esports........................................................................... 3
ESP 400 Contemporary Issues in Esports............................................................................. 3
ESP 101 Introduction to Esports (3}
Introduction to Esports introduces students to the field of esports which includes games, game events, facilities, game development history, and game leagues. Required of Esports-Cybersecurity majors.
ESP 102 Performance and Performance Enhancement Tools in Esports (3)
Performance and Performance Enhancement Tools in Esports introduces the students to the performance-related esports based on sports science principles. Team and individual esports skills, coaching and analysis and motor control are components of this course. The role of neurocognitive brain stimulators (such as Transcranial Direct Current Stimulation (tDCS} and anodal tDCS (a-tDCS) as well as behavior modification and physical exercises and rest, is explored. Prerequisite: ESP 101
ESP 201 Esports Business and Marketing (3)
Esports Business and Marketing explores the business aspects of the esports through the esports community, teams and organizations. It includes economics, marketing, and revenue generation from the esports industry. Prerequisite: ESP 101
ESP 202 Structure and Governance in Esports (3)
Structure and Governance in Esports examines the basic structure of esports and how esports leagues, teams and events are organized domestically and around the world. It also examines the policies that govern levels of oversight and supervision in esports. Prerequisite: ESP 101
ESP 301 Principles of Management in Esports (3)
Principles of Management in Esports introduces students to basic concepts of managing esports and esports organizations that includes planning and strategy, control and change within the organization, and leadership roles. Prerequisite: ESP 101and ESP 202
ESP 302 Experiential Learning in Esports (3)
Experiential Learning in Esports examines the benefits that students gain through internships, on-campus practical experiences, or projects. Advisors and students jointly identify projects that help them gain practical experiences in the esports industry. Prerequisite: ESP 101and ESP 301
ESP 400 Contemporary Issues in Esports (3)
Contemporary Issues in Esports examines the present-day issues facing the esports world in general. Specifically, it examines topics pertaining to esports business, performance, and governance. The course further examines current issues through specific projects, assignments, and class discussions. Prerequisite: ESP 101