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BA (HONS) ESPORTS​

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Institution C58

UCAS

3 years Full Time

Entry Requirements and Fees

2020/21 UK fee: £9,250

2020/21 International fee: £13,500

For further details about fees, please see our Tuition Fee page.

Typical offers (individual offers may vary):

Tariff points: 104 - 112

A Levels: BBC - BCC

BTEC: DMM - MMM

International Baccalaureate: 28 points

Access to HE Diploma: Pass with at least 15 credits worth of level 3 units at Merit 

IELTS 6.0 overall with no element lower than 5.5

The University welcomes mature applicants who may not have the standard entry requirements listed here. As an alternative, a 'non-standard entry portfolio' may be set for the applicant to complete in order to demonstrate their readiness for higher education. 

Course content

The programme examines esports from a number of perspectives:

  • Competitive game play
  • Sports science
  • Psychology
  • Event production
  • Business

Students will get the chance to participate in single and multiplayer games events, both live and online, across a number of titles including Counter Strike, FIFA, League of Legends and Project Cars.

This highly practical course examines, through scientific study, the effects and impact of extensive gaming, both physical and psychological. Student will get a good understanding of events promotion and management as they stage online and live room competitions, and gain an understanding of commercial sponsorship opportunities for this dynamic new area.

We will cover the current issues and trends concerning ethics and codes of conduct, player management and coaching and the impact of immersive gaming experiences of virtual and augmented reality.

For the gamer there is also continual skills development sessions and the study of strategic and tactical thinking to enhance gameplay success. 

Our facilities

Over the past few years, we’ve redeveloped both of our campuses so that you have the best facilities available for your degree. We pride ourselves on the quality of the learning environment we can offer our students.

Tech Park Exterior

The department of Creative and Digital Technologies occupies the new Tech Park on the Bognor Regis Campus, which is where you will be taught. This exciting investment gives students access to professional industry standard facilities and hands on practical learning. 

The Tech Park facilites include:

A 300sqm film production studio and sound stage:

Film Studio

9 post production edit suites with‘soho’ standard dubbing:

Editing suite

An 80sqm green screen studio for motion capture and chroma work:

Green Screen

Professional recording studios with Mac and PC suites:

Recording Studio

The Tech Park is situated on our Bognor Regis campus, with our award-winning ‘Learning Resource Centre’ (LRC) at the heart of the campus, which hosts a modern library service with areas for quiet and silent study.

LRC Exterior

Also situated in the LRC is the ‘Support and Information Zone’ (SIZ), Costa Coffee and over 80 open access workstations. An equipment loan centre offers laptops, tablets and other electronic devices for short and long-term loans. 

Where this can take you

A degree in esports will enable you to forge a career in this vibrant and fast growing industry.

Whether you become a professional gamer, events producer or coach, you will gain skills across these areas and many others to enhance your career prospects.

Postgraduate pathways will be opened up to you as will opportunities in other industries through the transferable skills you will learn. These could include:

  • MA Composing for Film, TV and Video Games
  • MA Film Production
  • MA Screen Acting
  • MA Sound Design for Video Games

Alumni receive a 15% discount on postgraduate courses at Chichester.

Work placements

Every student in the department has the opportunity to access a 15 credit level 5 placement module if the opportunity to experience working in a relevant company arises.

Students have the opportunity to access the Erasmus Programme for European study opportunities.

Indicative modules

The modules available on the course are as follows:

All 15 credits unless otherwise stated.

Level 4

Semester 1

Introduction to esports

This module will introduce students to the history, development and current trends of the esports world, with a particular focus on staged live tournaments and events. We will examine how competitive gaming competitions grew from Stanford University’s Spacewar competition in 1972 to the mass participation global events seen today. The module will take a specific look at major tournaments and how they are staged and will feed into future events based modules at Level 5 and Level 6.

Game Analysis

Students will be introduced to the importance of game analysis to enhance future performance, coaching and management within esports. Game Analysis is also essential to authenticity for broadcasters, shoutcasters and journalists. The opportunity to not only visualise and analyse what is going on during matches, but also to dive into the action post-match is secured by the unique nature of data capture and sheer amount of data available for esports analysts and players. The module will underpin much of the coaching approaches explored through the Skills Development modules at Levels 4,5 & 6.

Single Player Gaming

(Module information to come)

Skills & Strategy Development 1 (30 credits across the year)

This module focuses on the single and multiplayer games from a player’s perspective. The aim is to enhance individual skillsets and harness a greater understanding of the need to work in unity across a number of multiplayer titles. Students will examine a wide range of single and multiplayer titles, explore the best strategic approaches, reflect on performance, and implement new ideas based on an emerging understanding of analysis.

Semester 2

Sports Science: Understanding the ‘Flow State’

In positive psychology, flow, also known as being in the ‘zone’, is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does, and a resulting loss in one's sense of space and time. In esports the ‘flow state’ enables players to react and implement moves more quickly and effectively. This module will also introduce students to aspects of research involving sports science such as nutrition, brain activity analysis, personal behaviours and preparation.

Multiplayer Gaming

(Module information to come)

The Business of esports

Esports is a rapidly growing industry, with global tournaments offering multimillion pound prize funds and predicted growth of the sector set to explode into multiple billions in future years. The module examines the business approaches utilized across the esports industry. Students will explore the structures regarding business, the emergence of venture capitalist involvement, the role technology plays, the quest for Olympic recognition, publishers and developers, professional leagues and regulatory bodies. We will also consider the career opportunities opening up within this industry. We will also cover some study skills in relation to academic essay writing.

Skills & Strategy Development 1 (30 credits across the year)

This module focuses on the single and multiplayer games from a player’s perspective. The aim is to enhance individual skillsets and harness a greater understanding of the need to work in unity across a number of multiplayer titles. Students will examine a wide range of single and multiplayer titles, explore the best strategic approaches, reflect on performance, and implement new ideas based on an emerging understanding of analysis.

Level 5

Semester 1        

Immersive Gameplay 1 

(Module information to come)

Gaming Conventions & Industry Engagement

This module offers students the opportunity to learn about the vibrant and continuously changing ways in which the media industries are promoted and discussed in trade shows, esports events, fan conventions, conferences, and festivals. Within this exciting and ever-expanding environment, there has become a growing intersection of technology and entertainment. This module will encourage students to have exposure to the emerging media markets within a range of promotional contexts and to utilise in a self-reflexive manner these experiences to inform their own future career plans.

Skills & Strategy Development 2 (30 credits across the year)

(Module information to come)

Online Event Production(30 credits across the year)

(Module information to come)

Semester 2        

Sports Science: Physicality of Gaming

(Module information to come)

Ethics and Codes of Conduct  

(Module information to come)    

Skills & Strategy Development 2 (30 credits across the year)

(Module information to come)

Online Event Production(30 credits across the year)

(Module information to come)

Level 6

Semester 1        

Information, Communication & Cultural Development

This module aims to explore the significance of the major global media entertainment trend of esports at a time when this business has seen dramatic socio-cultural and economic growth. Students will engage with methodologies from a variety of disciplines including Sports Studies and Media and Communications. The module very much places an emphasis on esports as a burgeoning field of study in digital game culture. We explore many social and political issues surrounding esports and debate current topics relating to cultural development and impact.

Immersive Gameplay 2

(Module information to come)

Live Event Production (30 credits across the year)

(Module information to come)

Dissertation (30 credits across the year)

The aim of the dissertation and individual practice is to produce a substantial piece of work sustained over two semesters. It aims to develop transferable skills in undertaking large scale independent projects and critical reflection on the outcomes of such projects.

Semester 2        

Player Management & Coaching Teams

(Module information to come)

Psychology and the Player

(Module information to come)

Live Event Production (30 credits across the year)

(Module information to come)

Dissertation (30 credits across the year)

The aim of the dissertation and individual practice is to produce a substantial piece of work sustained over two semesters. It aims to develop transferable skills in undertaking large scale independent projects and critical reflection on the outcomes of such projects.

Although not shown on the map above, all students at Level 5 have the option to do a Work Placement module.

Please note that the modules given above are indicative and based on the current academic year.

International English Studies

Include International English Studies: 

International English Studies

Teaching and assessment

Teaching

You will be taught by experts in the fields of Sports Science, Professional Gaming, Games Design, Creative Technology, Business and Live Event Production.  Class sizes are controlled to ensure a quality of delivery and experience. Students should expect to be taught in groups of no more than 25.

Students will be taught using a number of approaches. Lectures, Seminars, Skills sessions, Laboratory classes and practical workshops will all be a part of the normal timetables activities.

You will also be expected to undertake independent study and practical group work outside of the timetabled sessions. You will have access to a range of facilities and resources to assist in the acquisition of knowledge and independent learning activities through our virtual leaning environment and our Learning Resource Centres.

You will be expected to read journals, books and articles pertaining to your area of study, and an extensive range of online resources and technology spaces are readily available.

All students must achieve 120 credits on each level to fully progress onto the next. A total of 360 credits successfully attained is required for the award of an Honours degree.

Assessment

Formative assessment in the Creative & Digital Technologies Department is carried out through peer to peer and tutor feedback on work either through submission, workshops or tutorials regularly across all modules. 

Students will be assessed in a number of ways that could include portfolios, essays, course work, practical work, presentations, reflective writing, skills observation and continuous assessment.

Feedback on submitted work can be accessed through our VLE digitally or by collected hard copies of work from the Administration Office. We endeavour to complete marking and feedback on all assessed work within a 3 week period though some modules, due to complexity of assessment, may take slightly longer.

Accessibility

The programme aims to provide an inclusive learning environment for all students, which minimises the need for individual support arrangements for students with additional needs. To this end:

  • All teaching material is available electronically to facilitate students who need to use assistive technology when reading materials.
  • Reading lists are registered with library services so that electronic copies of texts can be sourced for those students who require them.
  • Where practicable, all lectures and teaching classes are recorded and placed on Chi Player after the lecture takes place.
  • Course handbooks, powerpoints and associated materials used in lectures are available to students on-line on Moodle in advance of lectures.
  • A range of teaching strategies are used on the programme where possible, to ensure students with varied learning styles can benefit.
  • Where possible, the programme aims to provide a variety of assessment methods to meet differing needs.
  • Students requiring individual adjustments are referred to Student Support and Wellbeing, Disability Service or the Uinmind service, for assessment.
  • Reasonable adjustments required by individuals are logged by an appropriate adviser using the SARA (Support and Reasonable Adjustments) form and SONAR. Where appropriate the RAWE (Reasonable Adjustments for Work Experience) form is also completed. The individual needs of students is then distributed by the department to individual lecturers.
  • The assessment process allows where possible for individual needs and adjustments to be accommodated.

 

 

 

 

Additional Costs

Include Additional Costs: 

Additional Costs