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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.

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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
  • Internships and Careers

    With the Endicott Experiential Edge, you get an outstanding education, in and out of the classroom.

    With outstanding academics, excellent career resources, and a pioneering internship program that gives you real-world work experience, you graduate with a degree in one hand and an impressive resume in the other. Our program gives you an edge over other candidates and sets you up for success whether you're pursuing a new job, graduate school, or whatever comes next. Take a look at what our graduates have been up to lately.

    View Internships & Careers

  • Faculty Bios

    Dr. Alyssa Czarnecki, Associate Professor

    Dr. Alyssa Czarneck is in her 14th year at Endicott as Associate Professor and Faculty Lead in Sport Management and Esports Management. Czarnecki is passionate about digital literacy and technology inclusion across the curriculum and she champions the intentional use of technology aimed at providing a more robust, blended learning experience for students. Along with Dr. Gina Gentile, she has presented on the development of esports management curricula, teaching and learning across domestic and international channels. Her current research interests include technology and innovation in sport management, esports management, applied artificial intelligence (AI) in sports and its impact on education, and the always-changing perspective on ed-tech in education.

    Dr. Dina Gentile, Professor, Sport Management

    Dr. Dina Gentile is Professor of Sport Management and Esports Management. She has extensive experience within the professional, collegiate, and youth sport settings. She has authored three textbooks in sport management, athletic administration, and esports management. Her fourth textbook, Reimagining Youth Sport, is slated to be published in 2025. Dr. Gentile has authored numerous chapters in international esports publications, presents her work across numerous international and national conferences, and engages high school students online across a number of social media platforms. She has been at Endicott College since 1994 supporting the mission within academics, athletics, and student life.

    Brendan Hall, M.Ed.

    Brendan Hall manages all of Endicott`s half-dozen competitive esports teams, their broadcasting and production crews, and content creation. He is the faculty advisor for the school`s Esports Management Club. Hall joined Endicott in 2023 after serving as Director of Integrated Marketing at Oxygen Esports (OXG), then the largest multi-title esports organization in New England, overseeing customer relationship management across all of its owned brands, including the Boston Uprising, Boston Breach, Helix eSports and Bytes restaurant.

    Prior to OXG, he was a content marketing producer at Hudl, where he ran some of the most successful football marketing campaigns in company history. He pivoted into marketing after a half-decade at Kraft Sports Group, a division of the New England Patriots, where he built ESPNBoston`s highly successful high school sports section from scratch into one of the most trafficked entities of the entire Boston vertical. Prior to KSG, Hall got his start as a correspondent for The Boston Globe, covering primarily high school sports, Hockey East and the Boston Bruins. He received a contributing credit for his research on a 2006 investigative series on minority coaching hiring practices in college football, which was honored by the Associated Press Sports Editors as one of the best features of the year.

    An accomplished storyteller with two decades of experience, Hall is a frequent public speaker on the subjects of marketing and storytelling. His presentation at the National Association of Collegiate Esports (NACE) convention in July 2024 was one of the most popular sessions of the event. He was also nominated for Collegiate Director of the Year by EsportsU.

Gaming is growing! According to 2024 findings from NewZoo, a company that provides data and research for the gaming industry:

Community management is a key success factor for many breakout titles, meaning relationship-building roles in the industry are increasingly vital.

$213B The total global market for gaming expected
by 2027
1.67B The total global pool of players expected
by 2027
$43.2B Annual global PC revenues
while mobile gaming has grown to $92.6 billion