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BA (HONS) ESPORTS​

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Institution C58

UCAS P370

Bognor Regis campus

3 years Full Time

Entry Requirements and Fees

Typical Offer (individual offers may vary):

  • UCAS Tariff points: 104 – 112 (A levels or combination with AS / EPQ / BTEC/ Cambridge Technical)
  • A levels: BBC - BCC
  • BTEC/Cambridge Technical: DMM - MMM
  • GCSEs: Mathematics (C/4 or above) 
  • Access to HE Diploma: Pass 
  • International Baccalaureate: 28 points 
  • IELTS 6.0 overall with no element lower than 5.5

Fees:

2021/22 UK fee: £9,250

2021/22 International fee: £14,050

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

For further details about international scholarships, please see our Scholarships page.

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

1st for Overall Satisfaction, Learning Community and Academic Support

 (The National Student Survey 2020)

Esports Facts:

  • $495 million predicted total global esports audience in 2020 

  • $1.1 billion predicted total revenues of esports in 2020 – annual growth of 15.7% 

  • The UK is part of the global esports growth story, with UK esports estimated to have grown at an annual average rate of 8.5% between 2016 and 2019 

(Source: 2020 Global Esports Market Report, Newzoo)

Course Overview

This exciting degree covers everything you need to know about the esports industry. It examines esports from a number of perspectives:

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

You 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. Ypu 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. 

We are proud to announce that we are now in partnership with Veloce Esports, a worldwide online gaming platform. This will allow our students exclusive opportunities to visit, discover, and access this innovative real life industry.

Find out more

Are you interested in this course and want to find more? Come along to an Open Day. This will give you the chance to meet our Creative & Digital Technologies team, ask them questions and explore the campus. 

Alternatively, we are open all year round for campus tours, so why not book on and come and visit Chichester. 

Our facilities

The department of Creative and Digital Technologies is based in the new Tech Park on the Bognor Regis Campus.

These exciting facilities provide access to professional industry standard equipment and hands on practical learning. 

Tech Park

 CDT Facilities

The Tech Park facilites include:

  • A 300sqm film production studio and sound stage
  • 9 post production edit suites with‘soho’ standard dubbing
  • An 80sqm green screen studio for motion capture and chroma work
  • Professional recording studios with Mac and PC suites

Learning Resource Centre 

   LRC Bognor Campus

Our Learning Resource Centre at Bognor Regis is based at the heart of the campus. It hosts:

  • Support and Information Zone (SIZ) to help with any enquiries while at university
  • A modern library service with areas for quiet and silent study on both floors 
  • A range of study areas for group study
  • Over 80 open access PC and Mac stations
  • Wi-Fi areas for laptop use
  • Substantial collection of books, journals and other materials to help you further your research
  • Online library resources you can access from anywhere at any time
  • Equipment loans centre offerings laptops, tablets and other electronic devices for short and long-term loans
  • Costa Coffee

The local area

The local area surrounding the University of Chichester's main Campus including Chichester Cathedral, Chichester Town Centre, The South Downs and West Wittering Beach

It’s important to love where you live and study and the local area surrounding the University has so much to offer. With the seaside town, historic city, rolling countryside and stunning beaches, there’s plenty to explore

Visit us

Book an Open Day or Campus Tour to discover the campus and the facilities it has to offer. 

 

Where this can take you

Careers

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 in this significant area of growth:

  • The esports sector has grown at an annual average rate of 8.5% between 2016 and 2019.
  • The esports sector in the UK earned an estimated £60m in revenue in 2019, just under 8% of the global market (£745m). Which has translated into jobs growth.
  • The sector supported over 1,200 jobs in 2019. The UK esports sector represents just under 8% of the global market. The UK esports sector supported £111.5 million in Gross Value Added (GVA) in 2019.
  • The esports services industry includes companies and organisations in the UK that are engaged in the provision of esports tournaments, leagues and teams. It excludes streaming platforms and games publishers
  • The 18 leading companies and organisations comprising the UK’s esports services industry directly employed an estimated 328 FTEs in 2019, and generated direct GVA of £47m
  • Including indirect and induced economic impacts, the esports services industry generated a total of 915 FTEs of employment and £84.4m in GVA for the UK economy in 2019

Further Study

Postgraduate study options available at Chichester include PGCE and Masters.

*Alumni receive 15% discount on postgraduate fees

 

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.

People you'll meet

Senior lecturer in esports is Ramesh ‘r2k’ Singh. The former Dignitas player was UK national captain in 2013 for the World Cyber Games and ESWC 2007. He also won the Battle of the Brands with Scan Computers in 2018 and 2019.

Esports associate lecturer Brandon Smith has been working in the esports industry for the last 4 years as a presenter, commentator and host on 50+ live events, including the FIFA eWorld Cup Final. He has also worked on broadcasts produced by the likes of SkySports, ESPN & The BBC, allowing invaluable connections in the esports industry.

 

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

Contact Us

If you have any questions about this course, please contact us, we will be happy to help.