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The program is not a training ground for players; it’s a path to turning a passion into an exciting career in the promising world of Esports. It places students on the cusp of an industry eager to build its workforce.

Harrisburg University is one of only a handful of universities across the U.S. to offer an Esports Management, Production and Performance bachelor’s degree program. Students enrolled in the program will gain real world, hands-on experience by working with collegiate teams and professional Esports organizations in industry event venues.

The program combines three of Harrisburg University’s strengths – business administration, interactive media and technology integration – to build an industry pipeline for the next generation of Esports decision-makers in management, production entrepreneurship and innovation. Students will learn how to manage, produce and contribute to the Esports market by building unique skills and insights applicable to new and established organizations.

The program allows students to follow their passions to lucrative careers in a $1 billion industry that continues to grow. Students who graduate from this program will have the skills and know-how to succeed in this exciting industry.

Program Goals

Graduates of the Bachelor of Science in Esports are able to:

  • Assess the operation and performance of the esports ecosystem as a commercial entertainment activity;
  • Develop real-world and theoretical strategies to address current challenges in the esports industry;
  • Successfully design event, activity, and product formats that are inclusive and appealing to a broad range of participants;
  • Manage the logistical aspects of projects, products, and events to ensure smooth execution and success; and,
  • Understand and navigate the diverse cultural dynamics within the esports ecosystem, ensuring respectful and inclusive interactions across global and local communities.

Program Lead

 Jennifer  Metz, Ph.D.

Jennifer Metz, Ph.D. Associate Professor and Program Lead of Esports Management

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Faculty

Ashley Harris, Ph.D., ATC, LAT, CSCS

Associate Professor of Esports Management, Production and Performance

Program Courses

This program requires a total of 49 semester hours: 1) 40 semester hours from the core courses listed below and 2) 9 semester hours of elective courses. The semester hour value of each course appears in parentheses ( ).

ESPT 110 – Competitive Gaming Seminar (1 credit)

In this introductory course the student will explore the esports ecosystem; from its history to a review of current industry trends. The student will receive a broad understanding of various topics of esports through lectures, guest speakers and case studies. Offered Fall Semester, annually.

ESPT 120 – Introduction to Esports (4 credits)

This course is an overview of the esports industry. The student will explore financial, legal, ethical, marketing and operational issues surrounding esports. The goal is to gain insight and knowledge in esports as it relates to academic specializations and career opportunities.

ESPT 210 – Contemporary Issues in Esports (4 credits)

The student will use inquiry skills to examine the issues that influence the esports industry. We will explore issues such as the history of esports, the political, social economics implications of a global industry. Further, we will explore the role that socio-cultural issues such as race, ethnicity, class, gender, sexuality, (dis)ability and age play in the understanding and practice of esports. The student will engage in research, discussion and problem solving in order to better understand and assess significant current issues.

ESPT 220 – Social Media Management (4 credits)

Social media is changing how business is done around the world in almost every industry. The business world is undergoing fundamental changes in how consumers identify, engage and support brands and connections. This course equips the student with the relevant knowledge, perspectives, and practical skills required for developing marketing strategies that leverage the opportunities inherent in social media and consumer-to-consumer social interactions for achieving business goals.

ESPT 240 – Health and Wellness in Esports (3 credits)

The Health and Wellness in Esports course provides a comprehensive exploration of the essential aspects of overall health and wellness for Esports participants. This course aims to equip the student with the knowledge and strategies needed to maintain optimal health and enhance overall well-being while navigating the demands of competitive gaming.

ESPT 245 – Esports Broadcasting (3 credits)

In this course, the student will learn the fundamentals of various components of esports media such as writing strategies for broadcast, active voice, internet streaming, shooting on location, anchoring, play-by-play, and production of the various forms of esports media. Additionally, the student will examine economic, ethical, gender, and race issues in esports media. This experiential course offers the student an opportunity to apply knowledge and skills to esports production activities on campus.

ESPT 310 – Live Event Management (4 credits)

This course focuses on the essential components needed for planning, building, managing, and closing of live events and projects. The student will gain general knowledge of techniques and strategies used for successful planning, promotion, implementation and evaluation of live events such as concerts, esports competitions and conferences.

ESPT 325 – Esport Coaching and Performance (3 credits)

This course delves into the specialized field of esports coaching and performance, offering students a comprehensive understanding of the strategies and techniques essential for guiding Esports athletes to success. The student will explore key concepts such as team management, player development, and performance optimization within the fast-paced and dynamic world of competitive gaming. The curriculum combines theoretical knowledge with practical applications, equipping the student with the tools to analyze gameplay, implement effective training regimens, and foster a positive team environment.

ESPT 330 – Live Event Production (3 credits)

Streaming live events is more than pointing a webcam and turning on a laptop. Streaming has expanded the reach of traditional broadcast while also opening the industry to more roles and specialized skillsets. In this course students will plan, design, and produce several live stream events. The student will research current technologies, apply best practices, and reflect upon the process for esports and live event production.

ESPT 340 – Revenue Generation In Esports (3 credits)

This course provides the student with a deep understanding of the current marketplace for digital entertainment and electronic sports in preparation for successful careers in the esports and/or digital media industries. With a focus on entrepreneurialism, the student will cover a wide range of business, management and legal issues, including an overview of current business models in esports marketing and management. Topics will include pitching concepts, funding sources, copyright and intellectual property issues, production management techniques, revenue streams, and partnerships for aspiring entrepreneurs.

ESPT 350 – Psychology of Performance (4 credits)

This course offers an in-depth exploration into the psychological principles and theories that underpin all performance activities. This course is designed for students, professionals, and enthusiasts interested in understanding the mental and emotional aspects of any performance situation, including player behavior, motivation, and the impact of participation on mental health.

ESPT 415 – Fan Engagement Strategies (4 credits)

Events like the Super Bowl, Olympics and World Cup that rally the country around a national team generally drive heavy fan engagement. For regular season play, however, pro teams are increasingly challenged to find new ways to connect or retain fans in an era where in-arena attendance is down. Today, fans have countless ways to watch games, check scores and keep up with teams and players, be it via broadcast television, social media or streaming services. In this course, the student will use this digital shift to explore new opportunity for sports brands to leverage data to boost engagement and revenues.

ESPT 420 – Leadership (4 credits)

This course offers a comprehensive review of contemporary issues and perspectives on esports leadership, including current trends and classical leadership theories. The emphasis is on application of concepts in actual leadership settings and situations. Topics include development of leadership theories, personal assessment and development, values and ethics, motivation, power, followership, group dynamics, multiculturalism in leadership, conflict resolution, performance excellence, and the change process. Through a process of readings, self-discovery, group observations, and case studies, the student will identify, observe, analyze, and apply new leadership behaviors.

ESPT 425 – Sport and Performance Administration (4 credits)

This course is designed to provide the student with a deep understanding of the management and organizational skills required to lead in the sports industry. This course covers essential topics such as strategic planning, financial management, scheduling and event coordination, and human resource management, all within the context of sports organizations. The student will explore the intricacies of athlete management, team operations, and the business aspects of sports, gaining insights into effective leadership, communication, and decision-making. Through case studies and real-world applications, the student will be equipped to navigate the complexities of sport and performance administration in both traditional and emerging sports environments.

GAME 145 – Introduction to Game Design (2 credits)

This course will introduce the student to foundational elements of introductory game design. The student will examine a range of digital games to learn how to identify the fundamental structure, principles, and methodologies behind the design process. The student will be introduced to entry level game engines and learn how to develop creative ideas through the implementation of the key game design elements, principles and practices in an applied manner. Offered Spring semester, annually.

MEBA 110 – Introduction to Business and Entrepreneurship (3 credits)

The goal of this course is to introduce entrepreneurship concepts by providing insight into entrepreneurial processes-from finding and evaluating good business opportunities to new venture start-up and growth issues-and entrepreneurial behavior, a critical success factor in new venture creation. The student will learn how businesses are structured and study data from business operations. The student will analyze and evaluate business data to make decisions. The student will learn how to use spreadsheets for analysis to make informed decisions, use written communication to justify those decisions, and deliver oral presentations to communicate those decisions.

MEBA 220 – Prin Business Mgmt (3 credits)

The student is provided with analytical tools to understand and synthesize the most current applications of theories and concepts in business management and is exposed to the debate on the dynamic of busniess environment, evolving business models, economic systems, and scale of domestic and global competition in the market place.

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