Work on live projects right from the start
Our wide industry network provides opportunities throughout your course
Study in our new pro-gamer training facility in Here East, London
The BA (Hons) Esports will give you all the skills you need to work in this diverse and exciting industry. You will learn within a practical technical environment everything required to host small and large scale events. Developing your skills for single player and multi-player team events you will create business plans to build teams, create online communities and promote your events through digital marketing. You will also get the opportunity to explore the culture of esports, its audience and fan base as well as a variety of the most popular current game genres. As the sector evolves, the ethical and legislative regulations are trying to keep pace, you will learn what is happening in the industry right now and how these issues are affecting the esports environment.
On successful completion of study, we will issue the following award: BA (Hons) Esports
S202 (with Placement Year)
4 Years (with Placement Year)
This map is an indicative list of compulsory modules for 2019/2020 full-time undergraduate courses only. The range of modules available and the content of any individual module are subject to change in future years, and according to the mode of study, entry date, award type. In the event of any full-time 2019-2020 compulsory modules changing, we will contact offer holders as soon as possible to inform or consult them as appropriate.
Esports Ecosystems (15 credits)
You will study the evolving esports industry and what factors will influence its future development. You will also learn to use business models to estimate market growth and forecast market sizes and revenue streams as well as studying the major players in the ecosystem. From marketing and sponsorship to venues and event organisers, you will get a true feel for the make up of this exciting industry.
Resourcing Esports Events (15 credits)
The esports industry is constantly developing and changing, and to keep up with these innovations, esports event managers must understand resourcing requirements for their industry. Resources considered include human resources, technology, budget, social media platforms, event metrics, event networking apps and event planning software. Resourcing issues will be analysed for specific esports events organisations and solutions explored.
Competitive Gaming Culture (15 credits)
You will learn about the rise of competitive computer gaming from the beginnings of esports through to the development of league structures and teams. We will take you on a journey through the darker side of the industry looking at gambling, fraud and competitive doping as well as understanding the psychology behind the elements that have gone into creating the esports culture worldwide.
Esports Events Experience (30 credits)
You will use all your skills and knowledge from your first year to develop your own ideas for an esports varsity. In this hands-on module you will get the opportunity to attend and analyse esports events locally and nationally, and as a result of your analysis, you will then set up and manage your own single player esports event.
Single Player Esports Event (15 credits)
In this module you will put all your new found skills to the test by setting up, managing and hosting your own event. Assessments will focus on your lessons learnt and how you will develop your ideas to a larger scale event at the next level.
Esports Broadcasting (30 credits)
You will learn how to adapt spaces and create esports arenas, with audio visual, rear end server, front end games and external broadcasting technical capabilities. Using a range of technical and broadcast methods you will learn how to develop the overall experience with lighting, screens, cameras and audio.
Event Planning and Strategy (30 credits)
This module will outline the who, what, where, when, why and how of esports event planning. Formulating an event business plan will communicate the strategic plan for taking the event forward. Throughout the module, this essential event tool will be developed to enable you to understand the importance of forming and communicating the vision, purpose and benefit of the event, as well as illustrating the event viability and sustainability. In addition, you will gain knowledge of how to budget, plan resources and delivery, raise funding and measure esports event success.
Multi-player Esports Events (30 credits)
Using the experience you gained in your first year, you will develop your event management skills to plan, develop and stage your own multi-player esports event. You will work in groups and establish a lead for technical, marketing and project delivery and evaluate your projects success before progressing to the final year of your course.
Building Teams (15 credits)
Like managing any group of people, managing an esports team is full of highs and lows. You will explore the process of creating a team; how to recruit players, manage them and motivate them. With elements of performance psychology, decision making and dealing with pressure this module will act as a tool kit for the successful building of an esports team.
Casting and Hosting (15 credits)
Shoutcasters and Hosts are a vital part of the esports experience. They are celebrities in their own right and are sought out for many high paid jobs. You will research, write and present both pre-recorded audio visual reports and live events as shout caster, stage host and broadcast anchor as well as covering game analyses and honing your technical knowledge and interview skills.
Content Creation (15 credits)
Creating good quality content is a vital part of the overall digital marketing strategy. Whether it’s films, e-newsletters, blogs or testimonials, everything you create should drive your audience towards your brand. You will learn how to complete audience research, create user journeys and touch points as well as making sure you stay on brand through style guides and image libraries.
Esports Integrity: Regulation and Risk (15 credits)
This module looks at both the ethics in esports and the regulatory structure and the risk that involves. It incorporates the work of both ESIC and WESA in defining the sustainability of the future of esports in terms of regulation. You will also draw from the experience of other sports in the field of online gambling, offshore illegal gambling, integrity agreements and examine how sporting contests are protected from threats of match-fixing and corruption.
Esports Expo (60 credits)
You will draw together the experience gained from attending and hosting esports events, and the academic knowledge gained, to plan, develop, stage and manage their own, large-scale esports event. Working in teams, you will bring together your network of contacts and experience to produce an event which is likely to attract key gamers and generate significant media interest.
Community Management (15 credits)
As a community manager you need to know your audience. You will learn how to build the foundation and manage a community through the four stages of development. From creating an identity, earning trust and buy-in through participation and reward, you will earn vital skills in negotiation, communication and conflict resolution.
Driving Digital Traffic (30 credits)
How audiences find out about your products and services has changed dramatically in the last few years. You will learn how to maximise your marketing platforms and provide the ultimate user experience (UX) through the use of digital channels. Through techniques such as SEO, PPC and analytics, you will learn how to segment your market and provide personalised bespoke experiences to your customers.
Esports Analytics (15 credits)
Whether you are a player or spectator, understanding your data is key not only to the success of your team but also of your event. You will learn how to use the tools to analyse the game to make it exciting for the audience but also to measure the success of your team using both in-game and post-game solutions.
In Year 1, you’ll be introduced to esports cultures and learn about streaming techniques and layouts. You will learn about the business of competitive gaming and event marketing, and work towards organising your first esports event.
In Year 2 you’ll continue your studies of event management to develop and deliver a team-based esports event. You will learn about the technical set up that’s required to deliver these events, along with public relations skills to promote the event You will also learn how to add hype and excitement through casting and hosting, skills that are in demand across the sector.
In the final year you will become totally immersed in esports and develop a large-scale commercial event from start to finish. You will also learn about games community management and the legal issues involved with esports. Building teams is big business and you will learn what it takes to set them up and run them effectively and through the use of data analytics learn how to present meaningful statistics during game play.
Typical UCAS offer: 112 points
A levels: BBC
Esports is one of the fastest growing industries in the world, and as a result, new and varied roles are being introduced every year to help the organisation and development of the sport and entertainment business. There are a wide variety of career opportunities in the esports industry, including shoutcaster, host, analyst PR/marketing executive, broadcast/production crew, and event manager.
This course has integrated theoretical, technical, practical and creative modes of study. This means the theoretical underpinning is taught alongside the technical knowledge, community management creative skills and the creative, practical elements of social media, content creation and PR for games.
There are no exams for this course – assessment is based entirely on coursework. We find this is the best way to assess the integrated approach to theory and practice that you’ll engage in. Your coursework, carried out in response to assignments, project briefs or self-initiated proposals, will be presented in forms appropriate to professional practice, such as a portfolio of work or showreel, word-processed reflective evaluations, essays and case studies. Your approach to the coursework for a given module should be individual and distinctive. Tutors see this work throughout its development thus forming a one-to-one professional working relationship with you throughout each module. Formative assessment is carried out in tutorial and critique situations and feedback is usually provided to you orally, with a written record kept either by the tutor and/or yourself. This is sometimes produced as the result of peer- or self-assessment exercises.
In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas. These include study skills (including reading, note-taking and presentation skills); written English (including punctuation and grammatical accuracy); academic writing (including how to reference); research skills; critical thinking and understanding arguments; and revision, assessment and examination skills (including time management).
Never be put off applying for a course because you need additional support. We have a team of specialists who can help. Most importantly, make sure you inform the University of your needs at the earliest opportunity and share any current care/support plans with the student support team so we can make sure we are prepared.
Feedback is an important part of the assessment process and not only justifies the mark you receive but guides you on how to improve. Extensive feedback will be available throughout the course that will be constructive, develop your capabilities and motivate you to continue. Feedback will always be given in a timely manner to allow you to reflect on your progress and be a better critic of your own work.
Assessment feedback comes in a variety of forms throughout your studies and in a written format at the end of each period of study. At the end of modules once assessments are complete you will receive feedback in written comments, completed checklists/mark sheets, and in the case of demos and presentations direct feedback from the tutors.
Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area and the level of study you are undertaking. As a guide you can expect to be in practical sessions, lectures and seminars for 12 hours per week as well as studying for an addition 18 hours outside of this time if studying full-time.
|22% of time in lectures, seminars or similar||26% of time in lectures, seminars or similar||16% of time in lectures, seminars or similar|
|78% of time in independent study||74% of time in independent study||84% of time in independent study|
|0% of time in placements||0% of time in placements||0% of time in placements|
|25% practical exams||38% practical exams||11% practical exams|
|75% coursework||62% of time in independent study||64% of time in independent study|
|0% written exams||0% of time in placements||25% of time in placements|
All students are encouraged to build on their independent capabilities in relation to their own learning routes. Tutors will mentor, support and guide students with clear direction in relation to ‘out of classroom’ activities and expectations in order to allow students the capacity to meet the learning objectives of their modules and course of study.
For the course starting on 16 September 2019 the tuition fees are:
UK / EU / Channel Islands
£9,250 per year of study
£12,500 per year of study
UK, EU and Channel Island students: This tuition fee is agreed subject to UK government policy and parliamentary regulation. If the UK government passes appropriate legislation, the fee for subsequent years of study may increase in each academic year. But this increase will not exceed the rate of inflation as measured by RPIX**. Any change in fees will apply to both new and continuing students. The University will notify students of any change as early as possible. Further information about fee changes would be posted on the University’s website once this becomes available.
**RPIX is a measure of inflation equivalent to all the items in the Retail Price Index (RPI) excluding mortgage interest payments.
International (Non-EU) students: Tuition fees will remain the same for each year of your course, as long as you complete it in the normal time-frame (i.e. no repeat years or breaks in study).
ACCOMMODATION AND LIVING COSTS
Accommodation and living costs are not included in our fees.
Sources of financial support
If you receive funding from Student Finance you may be eligible to apply for additional benefits. Details can be obtained by visiting: www.gov.uk
Scholarships and additional funding
As an undergraduate student at Digital Institute London, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.
The course has been so amazing at inspiring me. In my first semester I have created a society around our course, helped at esports taster events at the Uni, met industry professionals, been invited to London for meetings and just genuinely been involved in as many things esports related as I can.
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Students of Staffordshire University enter into a contract with us and are bound by these rules and regulations, which are subject to change. For more information, please see: University Policies and Regulations