Bachelor of Science in Esports Management

Bachelor of Science in Esports Management

esports team playing on computer

The Bachelor of Science in Esports Management focuses on the business side of this fast-growing industry. The global esports industry is growing at a rate of 40% a year and is expected to top $1.5 billion dollars (US) in revenue by 2020 and a global audience of over 580 million. With growth comes opportunities in the form of demand for professionals with the right mix of education, passion, and experience. Students enrolled in the Bachelor of Science in Esports Management learn how to plan and execute small and large scale events utilizing the latest in streaming technology, develop business plans to develop teams, create online communities, and promote events through digital technology. Esports Management students will also explore the culture of esports, its audience and fan base, and four dominant game genres that make up the industry. Students enrolled in the Bachelor of Science in Esports Management will be taught through traditional face-to-face to classes with a potential for hybrid classes, for appropriate courses.

 

Esports Management Advisory Board

For more information email: Alan.Ritacco@becker.edu

 

Learning Outcomes

  • Communication: Demonstrate effective written and oral communication including informed arguments, persuasion, synthesize complex data, and concepts.
  • Context: Demonstrate comfort with an ability to effectively operate in: ambiguity, complexity, uncertainty and change. Students will be adept at situational awareness. Students understand the historical context of their culture and they will view the world from a global lens acknowledging the diversity of cultures and values. Students demonstrate propositional thinking; they will test and iterate on ideas/solutions based upon feedback and learn from their own failures.
  • Quantitative: Students use quantitative and analytical methods to address unstructured business problems.
  • Ethics: Students demonstrate ability to evaluate decisions based on an awareness of relevant stakeholders in the creation of sustainable social, environmental, and economic value.
  • Cognitive Flexibility: Students demonstrate mastery of various thinking modes, notably analytic, synthetic, convergent, divergent, creative, and critical, and when to employ each type. Student demonstrate awareness of their own strengths and weaknesses and will seek continual improvements. Student demonstrate both self and social awareness and management to effectively play various roles on an interdisciplinary team from leader to contributor to participant (role fluidity). These skills are essential for all leadership and management roles.
  • Value Creation: Students identify, create, shape, and capture value through understanding economic models and the reality of industry disruption cycles.

Esports Management


Freshman Year

Fall Semester

Course NameNumberCredits
Applied Business Statistics MATH2101 3
Introduction to Esports Management MGMT1001 3
Managing Transitions: Change as a Norm CORE1001 3
Introduction to Psychology PSYC1001 3
Introduction to Business Models MGMT1000 3

Spring Semester

Course NameNumberCredits
Competitive Gaming: Culture, Climate and Team Development MGMT1201 3
Introduction to Game Design GAME1120 3
The New Normal: Exploring Unstructured Problems CORE-ENGL 3
Global Economics: Micro and Macro Perspective ECON1200 3
Supply Chains and Innovations MGMT2400 3

Credits Total: 30

Sophomore Year

Fall Semester

Course NameNumberCredits
Esports Planning and Strategy MGMT2201 3
Marketing I - Creating, Marketing, Branding and Sales MKTG2004 3
Accounting and Finance I - Concepts and Tools ACCT2100 3
Developing an Entrepreneurial Mindset CORE3100 3
Writing about Literature ENGL1003 3

Spring Semester

Course NameNumberCredits
Business Career Exploration MGMT2900 3
Accounting and Finance II - Financial Decision Making ACCT3100 3
Marketing II - Analyzing Marketing, Branding and Sales Strategies MKTG3004 3
Esports Event Management MGMT2301 3
Science Elective w/ Lab 4

Credits Total: 31

Junior Year

Fall Semester

Course NameNumberCredits
Esports Business Models MGMT3101 3
Esports Game Technology MGMT3301 3
General Education Elective 3
Open Elective 3
Open Elective 3

Spring Semester

Course NameNumberCredits
Developing Business Leadership MGMT4003 3
Science Elective 3
Humanities and Fine Arts Elective 3
Open Elective 3
Open Elective 3

Credits Total: 30

Senior Year

Fall Semester

Course NameNumberCredits
Career Internship MGMT4900 3
Esports Industry Trends MGMT3401 3
Esports Capstone I MGMT4301 3
Business Elective (3000+) 3
Open Elective 3

Spring Semester

Course NameNumberCredits
Esports Capstone II MGMT4302 3
Building and Sustaining Community in the New Age of Participation MGMT4401 3
General Education Elective 3
Business Elective (3000+) 3
Humanities and Fine Arts Elective 3

Credits Total: 30

 
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