Between 2018 and 2019, the number of jobs in Esports nearly doubled – growing a staggering 185%. In addition, there are numerous business jobs elsewhere in the games industry – distribution, research, sales, marketing – that need content savvy managers. The explosive growth in Esports – and the attendant growth within the games industry which it has fueled – has created a demand for business professionals with a solid understanding of the nuances of the industry.
The ESports and Gaming course curriculum has been informed by interviews conducted with professionals at Capcom, Riot, and other Esports-adjacent companies. They identified three gaps in traditional business education programs that – if addressed – would result in graduates who are significantly more employable in the games industry. Those gaps are:
- No knowledge of the process by which games are made.
- An inadequate understanding of the go-to market strategies typical of the industry.
- Confusion regarding the various elements that come together for a successful Esports event or league.
The Business Administration in Esports & Gaming curriculum directly prepares the student to understand lead in each of these areas.
What makes this program special?
One of the few programs in the country that prepares students for roles in Esports
Students in this program will have the opportunity to intern at game development studios and corporations in business roles, and work hands-on with Esports companies
Due to the IGDA's network, students will have the opportunity to make contacts at big-name studios like Nintendo, Bungie, EA, and Valve
ESGA 201 - Introduction to Games
Games sit at the intersection of technology, art, and culture, so success within the games industry requires students to understand all three. This course explores why people love games, what role they play in society, and the industry that produces them. Students will also learn the basics of game development.
Credit Hours: 3
ESGA 211 - Introduction to Esports Management
This course will introduce students to the history of competitive gaming and will explore its ecosystem. Students will learn to navigate Esports leagues, teams, players, publishers, tournament operators, media and affiliate organizations. Furthermore, students will get firsthand experience in analyzing the space.
Credit Hours: 3
ESGA 311 - Convention, Event and Trade Show Planning
One of the major ways in which games are marketed to consumers is the convention. Shows like the Tokyo Game Show, PAX and E3 attract audiences ranging from 60,000 – 300,000 and serve as one of the best opportunities for game studios to generate excitement and favorable word-of-mouth for upcoming projects. Successfully executing a company presence at one of these shows requires a working understanding of budgeting, goal-setting, demo creation, logistics, staffing, merchandising, and ROI evaluation, all topics covered in this course.
Prerequisites: ESGA 201
Credit Hours: 3
ESGA 321 - Distribution of Games
The role of a publisher in the games industry is to ensure that a game can get in front of its audience successfully. To do that, a publisher must consider a variety of distribution strategies and channels. This course explains the role of a publisher in game distribution and details the various channels by which a game can be distributed.
Prerequisites: ESGA 201 and MRKT 211
Credit Hours: 3
Experts, Professionals, and Sponsors
Unity is the world’s most-used game engine. It powers 50% of Mobile games and 60% of Augmented Reality and Virtual Reality content. The Unity engine is intended to be readily accessible, low-cost, and powerful. The bulk of the LCMC game development courses were developed using materials provided by Unity.
The IGDA (International Game Developers Association) is a nonprofit professional association whose stated mission is to “support and empower game developers around the world in achieving fulfilling and sustainable careers.” The Esports & Gaming Administration major, as well as the Game Development major, were developed with significant input from the IGDA’s Game Education Chair, Suzanne Freyjadis, and conforms to the IGDA 2020 curriculum framework as closely as possible.
Executive Director IGDA, Forbes 30 under 30
Renee Gittins is the Executive Director of the International Game Developers Association. Because of her dual roles as chair of a developer’s association, and studio head (Stumbling Cat), Renee has a sharp understanding of the tensions that often exist between business and development roles within the games industry.
Studio Director, PlayEveryWare
Thomas O’Connor is the studio director of PlayEveryWare, a game studio in Seattle best known for their work porting games between systems. Tom’s expertise in both the development and business aspects of the games industry was vital in determining key learning objectives.