2024 - 2025 Undergraduate Catalog 
    
    Sep 16, 2024  
2024 - 2025 Undergraduate Catalog

Esport Management Minor


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The Esport Management minor is an interdisciplinary, specialized program offered through the Department of Recreation and Sport Management that prepares students for careers within esports. The esport  Management minor exposes students to the four fundamental pillars of the esport industry: Management, Marketing, Production, and Technology.  The minor requires a grade of ‘C’ or better in all coursework applied to the minor. Recreation and sport management majors may minor in esport management as long as 18 credit hours in the minor do not overlap with major.

Program Requirements (21 Credits)


Students in the minor are required to complete the four required courses (12 credits).  Students then take one course from three of the four pillars (9 credits).

Complete the following courses (12 Credits)


The following classes each represent one of the four pillars of the esport industry.  To meet the Marketing pillar requirement, pick either RSM 369 or CBAD 350. 

Additional Courses: 9 Credits


Choose one course from three of the four pillars.

Management and Competition:


Core Concepts

  1. Creating Business Models
  2. Managing Human Capital
  3. Organizational Behavior
  4. Revenue Generation Techniques

Objectives/Significance

  1. Students will learn about the similarities and differences between traditional sport management and esports.
  2. Students will learn fundamental esports terminology and definitions.
  3. Students will learn basic business development strategies that involve multiple stakeholders (e.g., sponsors, players, target markets, etc.).
  4. Students will learn basic organizational behavior principles and how to manage human capital within esports organizations.
  5. Students will learn various revenue generation techniques related to the esports business model.

Marketing


Core Concepts

  1. Brand Creation & Brand Building
  2. Social Media, Content Creation, & Influencer Marketing
  3. Sport Consumer Behavior
  4. Sponsorship & Sponsorship Activation

Objectives/Significance

  1. Students will learn about the fundamentals of branding (e.g., brand loyalty, brand creation, etc.) within the context of an e-sports company/team.
  2. Students will learn how to research and identify potential sponsors for both esports teams and tournaments.
  3. Students will learn how to create and deliver effective, persuasive sponsorship proposals and presentations.
  4. Students will learn how to optimize social media platforms for marketing strategies, including content creation and influencer marketing.
  5. Students will learn the social and psychological processes that contribute to consumer loyalty within the esports industry.

Production and Events:


Core Concepts

  1. Event & Tournament Planning
  2. Project Management
  3. Streaming/Broadcasting

Objectives/Significance

  1. Students will learn how to create and offer opportunities for consumer engagement regarding sponsorship (i.e., sponsor activation).
  2. Students will learn the fundamentals of project management and event planning related to producing an in-person esports tournament.
  3. Students will learn the fundamentals of broadcasting and how to leverage media to engage consumers.

Technology:


Core Concepts

  1. Data (Marketing) Analytics
  2. Emerging Technologies
  3. Game Statistics

Objectives/Significance

  1. Students will learn how to use data to develop fan/consumer engagement and improve marketing strategies
  2. Students will learn statistics across various games and how to use those statistics to enhance product offerings.
  3. Students will learn skills related to data visualization and related software (e.g., Tableau).
  4. Students will learn how to use emerging technologies (e.g., new streaming platforms) to reach the goals and objectives associated with the management, marketing, and production of an esports product offering.

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