- Ygor Bortolato, Brazil
Sports Management with a Concentration in Esports Management
Esports, a global entertainment industry of competitive video gaming, has taken the world by storm. While esports may have once stood for a subset of sports culture, it has grown into a full industry in its own right. The industry is expanding and TU’s esports concentration is aimed to provide students an opportunity to be part of that booming industry.
TU’s esports management concentration deliberately focuses on providing students with a broad base of experience, real-world skills, and knowledge to manage teams, tournaments and gaming conventions. Students will explore the culture, history, and emergence of competitive video game play. Classes will focus on central concepts in competitive video game play and identify the major developments in the business and media surrounding esports. Students will learn the complexities involved in understanding the dynamics of the esports industry and all of its stakeholders, from gamers to billion-dollar media companies. Students will also learn to navigate the structure of esports leagues, teams, players, gaming publishers, tournament operators, media and affiliate organizations. Relevant projects, market analysis and critical thinking will be utilized to understand management approaches that have succeeded and failed with recent esports ventures.
The esports industry continues to grow. Hitmaker, the largest esports and gaming jobs platform in the world, reported that the industry had grown 185.74 percent between the first six months of 2018 and first six months of 2019. Then, noted an 87% increase for all of 2019. In April 2019, Hitmaker published 5,373 jobs available in the industry, most in the United States and England. The number of esports positions on the job-market platform Indeed rose 43% in the first three months of 2020.
BBA to MBA Program
TU offers MBA classes that count as dual credit towards both your undergraduate business degree and a master of business degree. Undergraduate business students, who have a GPA of 3.0 or higher, will have the opportunity during their senior year to take up to four graduate courses. This opportunity allows students to finish their graduate degree program faster and will save them money in the long run. After completing these classes, and upon your undergraduate graduation, you will be able to complete your MBA in less than a year (only 45 weeks). At that time, you will also qualify for the alumni tuition discount.
Program Accredited by Accreditation Council for Business Schools and Programs (ACBSP)
Tiffin University’s School of Business is accredited by the Accreditation Council for Business Schools and Programs (ACBSP). The ACBSP is a leading specialized accreditation body for business education supporting, celebrating and rewarding teaching excellence. They accredit business education programs at the associate, baccalaureate, masters and doctorate degree levels worldwide. Institutions with this accreditation are committed to continuous improvement that ensures their business program will give students the skills employers want. Every quality business program worldwide is accredited.
Sports Management Core 18 hours
CONCENTRATION: ESPORTS MANAGEMENT
CUL132 Emergence of eSports 3 hours
CUL342 History and Culture of Digital Gaming 3 hours
ESM I Introduction to eSports Management (RIZE) 3 hours
ESM II Convention, Event and Trade Show Planning (RIZE) 3 hours
Total 12 hours
Total BBA hours 121
This is a sample course sequence to illustrate course offerings for this major. Consult the official Academic Bulletin for detailed registration and advising information.
On Campus - Offered in a 15-week semester format with a start date of January and August
Emergence of Esports (CUL 132) - This course will introduce students to the cultural and social world of eSports and will encompass the past, present, and future of competitive video gaming. Throughout the course students will read and discuss a substantial number of scholarly texts, applying the theories and thoughts from these sources in the criticism and analysis of video games. Students will critically examine what is a sport, and how esports compares to traditional sports. Students will participate in the debate on topics of current concern but will also look back on how esports came to be.
History and culture of digital gaming (CUL 342) - This course will focus on the history and nature of video games in society. Videogames are having a cultural impact far beyond their role as an economic commodity; they are also changing the way we tell stories, the way we interact with one another, and the ways in which we understand the world. In this class, we will explore the above-mentioned dynamics, as well as the history of games and how games transformed into digital play. Additionally, we spend a significant amount of time playing and watching others play video games. This provides us an opportunity to put our theoretical understanding of the subject in perspective, as well as give us a sense of what makes both classic and contemporary games compelling from a user’s vantage point. The course finishes with an examination of what it takes to produce a video game in order to provide students with the opportunity to take the initial steps to designing a game of their own.
Introduction to Esports Management (ESM 1) - This course starts with an introduction to the history of competitive gaming and continues with an exploration of its emerging ecosystem. Students will learn the complexities involved in understanding the dynamics of the esports industry and all of its stakeholders from gamers to billion-dollar media companies. Students will learn to navigate the structure of esports leagues, teams, players, gaming publishers, tournament operators, media and affiliate organizations. Relevant projects, market analysis and critical thinking will be utilized to understand management approaches that have succeeded and failed with recent esports ventures.
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