Esports and gaming administration

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

Program Requirements

GDM I - Introduction to Games

This course provides a broad overview of the games industry. It covers social and cultural issues, as well as the fundamentals of game creation, genre and the heuristics and aesthetics of play.

Credit Hours: 3

Should be taken as easly as possible in a student’s academic career

ESM I - Introduction to Esports Management

Introduces students to the Esports ecosystem, its complexities, how it functions, and how to operate successfully within it.

Credit Hours: 3


ESM II - Convention, Event and Trade Show Planning

Marketing and Logistics class focused on teaching students how to plan for Games Industry Events and Conventions.

Prerequisites: Introduction to Games (or Advisor Approval); Sophomore Class Standing

Credit Hours: 3

ESM III - Distribution of Games

Explores the role of a publisher in the games industry, and equips students to deal with the idiosyncrasies of marketing and distribution within the games industry.

 Prerequisites: Introduction to Games; Introductory Marketing Course

 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.

Renee Gittins

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.

Thomas O’Connor

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.

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