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  • Program Overview

    Endicott’s new Bachelor of Science in Esports Management is a dual focus degree program that combines traditional sport management and Esports management coursework with elements of computer science. 

    This program will prepare students to enter one of the fastest growing entertainment industries. Students will be able to pursue careers and internships in esports marketing, promotion and event coordination, competition management, event production, team management, media production and distribution, esports finance, esports law, gaming and game development, and professional streaming and blogging.

     

    In 2019, NewZoo estimated the total revenue of the esports market would cross $1.1 billion. Following this, the market saw immense growth going into 2020 with a 15% rise on the previous year.
     
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  • Curriculum

    Curriculum Requirements - Total Credits Required: 129

    First Year - Credits: 34

    • Individual & Society General Education Requirement (Cr. 3)
    • World Cultures General Education Requirement (Cr. 3)
    • CSC 101 - Introduction to Computer Science (Cr: 3)
    • CSC 102 - Website Development and Programming (Cr: 3)
    • CSC 160/160L - Introduction to Programming and Lab (Cr: 4)
    • CSC 161/161L - Data Structures and Algorithms (Cr: 4)
    • ENG 111 - Critical Reading and Writing I (Cr: 3)
    • ENG 112 - Critical Reading and Writing II (Cr: 3)
    • ESM 101 - Introduction to Esports Management (Cr: 3)
    • ESM 200 - Esports League Operations (Cr: 3)
    • INT 100 - Internship I (Cr: 2)

    Sophomore - Credits: 32

    • Literary Perspectives General Education Requirement (Cr. 3)
    • Values & Ethical Reasoning General Education Requirements (Cr. 3)
    • CSC 255 - Programming for Games and Interactive Technologies (Cr: 3)
    • CSC 260 - Visual Programming I (Cr: 3)
    • CSC 335 - Mobile Application Programming and Design (Cr: 3)
    • ECN 201 - Macroeconomics (Cr: 3)
    • ECN 202 - Microeconomics (Cr: 3)
    • ESM 205 - Esports Management Marketing and Fan Engagement (Cr: 3)
    • ESM 300 - Administration of Esports at the High School and Collegiate Levels (Cr: 3)
    • ESM 306 - Esports Business Models (Cr: 3)
    • INT 200 - Internship II (Cr: 2)

    Junior - Credits: 33

    • Aesthetic Awareness General Education Requirement (Cr. 3)
    • Science & Technology General Education Requirement (Cr. 3)
    • Esports Elective (Cr. 9)
    • ESM 303 - Esports Game Technology (Cr: 3)
    • ESM 305 - Esports Management Revenue Generation and Development (Cr: 3)
    • ESM 400 - Esports Management Advanced Research and Strategy (Cr: 3)
    • SM 335 - Managerial Aspects of Leadership in Sport Organizations (Cr: 3)
    • SM 450 - Sport Venue and Event Management (Cr: 3)

    Senior - Credits: 30

    • General Education Elective (Cr. 12) (Two courses must be above the 100 level)
    • ESM 480 - Semester Internship (Cr: 12)
    • ESM 489 - Senior Research (Cr: 3)
    • ESM 490 - Senior Thesis (Cr: 3)

    Learning Outcomes

    Upon completion of the sport management program, students will:

    • Evaluate the esports ecosystem and its operation as a performance and commercial and entertainment activity
    • Analyze how esports organizations are managed and governed
    • Investigate principles to effectively enhance esports production, performance and engagement
    •  Design and develop software and gaming platforms
    • Research, plan, organize and produce various types of live events utilizing the latest in streaming technology
    • Promote events through digital technology and develop online communities

    View academic catalog and learning outcomes