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Institution C58


Bognor Regis campus

3 years Full Time

for teaching quality
for courses and lecturers
for student satisfaction
1. Times and Sunday Times Good University Guide 2021 | 2. What Uni Student Choice Awards 2020 | 3. Complete University Guide 2020

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


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


 LIVE streaming service Twitch is now in partnership with the University of Chichester esports degree. Find out more.

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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 gameplay
  • 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. You 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. 


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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


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 (Year 1)

Semester 1

Introduction to Esports Events

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.

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, the design companies, professional leagues and regulatory bodies. We will also consider the career opportunities opening up within this industry.

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.

Skills Development 1; Individual & Team-based Games (30 credits)

This module focuses on the individual and team-based 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 team-based titles. Students will examine a wide range of individual and team-based games, explore the best strategic approaches, reflect on performance, and implement new ideas based on an emerging understanding of analysis.

Sports Science; ‘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. We will look at approaches in creating the ‘flow state’ and investigate the difference in brain activity achieved.

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.

Sports Journalism and News Culture

This module considers developments in sports journalism from a broad perspective. It examines the significance of sport for newspapers; addresses news values; explores news production and consumption; and reflects on sports reporting in new mediascapes. The module tackles the way sports narratives are organised, structured and shared and aims to enable students to both analyse and construct sports stories.


Level 5 (Year Two)

Skills Development 2; Strategy & Gameplay (30 Credit)

This module continues on from Level 4 Skills Development 1. Students will continue to develop their awareness of analysis and strategy. There is a particular focus on the opposing players/teams in team-based and individual payer gaming, and how to plan strategic performances in response to the strengths and weaknesses of the opposition. Developing a reflective approach to analysing personal performance strengths and weaknesses will also reveal the required skills that need enhanced training to improve competitiveness for the individual player.

Motorsport and Simulation

From Formula 1, through GT endurance racing, to the World Rally Championship, competitive motorsport has embraced and continues to invest heavily in the development of racing simulators for driver training and performance evaluation. And in the world of esports, ‘authentic’ racing simulation games are being used in professional manufacturer-sponsored competitions, with the best players being given opportunities to crossover into ‘real’ motorsport. This module explores the genre of motorsports simulation from multiple perspectives: how they are developed; the complex relationships between the ‘real’, the ‘simulated’ and the ‘ludic’; and how simulator training translates to real world driver performance.

Sports Science; Physicality of Gaming

An understanding for the physical demands of the esport player in competition is essential when examining the requirements for optimal participation and performance in esports. This module aims to develop knowledge of the nature of the physical demands in response to active involvement in playing esports. This module will address the physical demands and preparation for esports performance with consideration of the role of the central nervous system, energy demands, nutrition, repetitive movements and endurance activities. Athletic Esports demands and training will be discussed with focus on the metabolic, neuromuscular, neuroendocrine and cardiovascular systems of the human body to develop knowledge on the nature of esports performance.

Online Event Production (30 Credit)

This 30 credit module will run across both semesters as students immerse themselves in the world of online event production and management. In preparation for the L6 Live Event this module will give students the opportunity to understand the complexities behind running tournaments such as; Which game? Individual or team-based? How many players/rounds and timings from start to finish. It is expected the events will start small and for closed groups, progress throughout the year to be more dynamic, professional and open.

Ethics and Codes of Conduct

As a major growing activity with ambitions to be recognized as a ‘sport’, esports faces a number of issues re conduct and authenticity. This module will explore the range of emerging Codes for players and teams to adhere to from games companies, leagues, events promoters and national governing bodies. The module will ask a number of ethical questions concerning behaviours, drug taking for enhancing performance, social interactions and expectations of players and audiences alike.

Industry Engagement and Conventions

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.


Level 6 (Year Three)

Skills Development 3; Coaching, Management & Performance (30 credits)

This final Skills module focuses on the role of the coach, manager and their impact on performance. Using the range of skills and experiences gained through Level 5 and Level 6, students are expected to employ analysis, reflection and strategy on a number of games as they coach and manage their team/s in and out of competition. Students will be expected to show professionalism at all times and clear leadership qualities as they develop a much deeper understanding of the role and the importance of team work to achieve successes above targets.

Drone Racing

Taking a page from competitive gaming, quadcopter racing pilots are self-organizing into leagues and growing their competitions into a fully-fledged spectator sport. With very clear similarities to esports, drone racing offers another opportunity for gamers to develop careers and skills. Students will be trained in drone piloting and have the opportunity to gain a drone pilot license at the conclusion of the module. We will also analyse this emerging sector and look at what esports and drone racing can learn from each other.

Live Event Production (30 credits)

This 30 credit module builds on the work undertaken on the Level 5 Online Event Production module and the experience of attending EGX and other large scale live competitions. Students will work closely with BA Sports Media cohorts, who will provide production and event filming support, to organize and deliver a one-day live event covering a number of games and competitions. There is an expectation that students will fully engage with events management, finding sponsorship, establishing branding and advertising the event.

Sports Science; Psychology of Esports

One of the fundamental concerns of sports psychologists and coaches is enabling an athlete to perform to their potential when training and competing. In order to do this, researchers and practitioners must understand the psychological pressures that are inherent in training and competition and the potential consequences of these pressures. Given the team nature of Esports, researchers and practitioners must also understand the factors which impact the effectiveness of group functioning and the potential consequences to group performance. This module will seek to develop the student’s understanding of the psychological demands of training and performance and seek to explore ways in which these demands can be managed, regulated and controlled.

Immersive Technologies and the Competitive Game Player (Personal Study) (30 credits)

As professional esports players adopt virtual and augmented reality devices and ever more sophisticated and realistic haptic controllers for both training and competition purposes, the need to understand how they are being impacted and influenced by them in terms of their competitive physical performance, psychology and emotional response, and depth of immersion, is increasingly important. This module aims, therefore, to investigate, through research and experimentation, the many complex relationships that exist between the competitive game player and new audio-visual and haptic technologies.

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: 

Teaching and assessment


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.


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.


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: 

Contact Us

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

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