Course Description
Overview of the Esports ecosystem and the fundamentals of effective Esports Management. Students explore the growing Esports industry, highlighting the wide array of stakeholders which includes players, fans, leagues, sponsors, and game publishers. Students will also learn about career opportunities in Esports management.
Syllabus
Student Learning Outcomes, Goals, Objectives:
Students successfully completing this course will be able to:
Explain the history and development of Esports into a global commodity.
Identify major components of the Esports industry; explore the roles of each and its inter-relatedness.
Compare & contrast Esports Management with traditional Sports Management.
Describe the types of operations, organizations, and management practices in the industry.
Identify and describe career opportunities in the Esports industry and explore an individual career plan.
Analyze current and future trends and their impact on the Esports industry.
Course Grading Information:
Activity/Performance Measure | Percentage/Points |
|---|---|
Experiential Education Experiences (2 assignments) | 100 points |
Esports Presentation | 150 points |
Checkpoints (14) | 140 points |
Discovery Activities (14) | 210 points |
Exams (4) | 400 points |
Percentage | Letter Grade |
|---|---|
930 - 1000 | A |
900 - 929.9 | A- |
870 - 899.9 | B+ |
830 - 869.9 | B |
800 - 829.9 | B- |
770 - 799.9 | C+ |
730 - 769.9 | C |
700 - 729.9 | C- |
670 - 699.9 | D+ |
630 - 669.9 | D |
600 - 629.9 | D- |
0 - 599.9 | F |
Attendance/Participation:
Attendance/participation is a graded component included in the student's final grade for this course.
Course Materials Purchased by the Students:
Hedlund, David P., Jenny, Seth E., Fried, G (2026). Esports Business Management – 2nd Edition. Human Kinetics
Scholarly Perspectives
This course engages diverse scholarly perspectives to develop critical thinking, analysis, and debate and inclusion of a reading does not imply endorsement.