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Center for Curriculum and Transfer Articulation
Introduction to Esports Management
Course: GBS109

First Term: 2022 Spring
Lecture   3.0 Credit(s)   3.0 Period(s)   3.0 Load  
Subject Type: Occupational
Load Formula: S- Standard


Description: Introduction to Esports will introduce the business, economics, operations and marketing of the Esports industry. Historical and cultural implications will be examined from the early days of competitive video gaming, to today’s billion dollar industry. Global awareness and diverse cultural viewpoints and trends will be studied as they relate to the Esports industry. This course will introduce students to the numerous business opportunities to work and grow in the dynamic Esports industry.



MCCCD Official Course Competencies
1. Summarize the development of the video game industry and its evolution over time. (I)
2. Distinguish the difference between Esports and video games. (I, II)
3. Describe Esports business trends both nationally and globally. (III)
4. Compare the different careers that exist in Esports. (IV)
5. Discover the influence of Esports and gamification in education. (V)
6. Explain how to initiate, plan, execute, market and close an Esports club, team, league, tournament, and/or event. (VI)
7. Identify the hardware and software required to run a successful Esports production. (VII)
8. Create a successful Esports streaming strategy or campaign. (VII)
MCCCD Official Course Competencies must be coordinated with the content outline so that each major point in the outline serves one or more competencies. MCCCD faculty retains authority in determining the pedagogical approach, methodology, content sequencing, and assessment metrics for student work. Please see individual course syllabi for additional information, including specific course requirements.
 
MCCCD Official Course Outline
I. History of video games
   A. Beginnings of video game industry
   B. Atari, Nintendo, Sega development
   C. Sony and Microsoft consoles
   D. Console wars
   E. PC
II. History and evolution of Esports
   A. Beginnings of competitive gaming
   B. Space Invaders, 1990 Nintendo World Championships, Riot
   C. Tournaments in the 90s
III. Esports as a business
IV. Esports jobs and careers
V. Esports in education
VI. Creating an Esports club, team, league, tournament, event
   A. Officers/players
   B. Teams
   C. Managing
   D. Operations
   E. Marketing, branding
   F. Analytics, finance
VII. Technology
   A. Hardware and software
   B. Streaming production
 
MCCCD Governing Board Approval Date: September 28, 2021

All information published is subject to change without notice. Every effort has been made to ensure the accuracy of information presented, but based on the dynamic nature of the curricular process, course and program information is subject to change in order to reflect the most current information available.