Esports Entrepreneurship & Administration
Program Code: ESEA (International) Length of Program: Two-Year Awarded Upon Completion: Ontario College Diploma Starts: Sep (Open)
Term 1 SRM-1013 Sports Marketing BUS-1003 Introduction to Business MKT-1103 Social Media Marketing COM-1013 Critical Thinking and Writing ESA-1013 Esports Gaming Foundation I PED-1073 Personal Wellness Term 2 ESA-1043 Live Stream Marketing and Production ESA-2014 Esports Gaming Foundation II SRM-2603 Fundraising and Sport Sponsorship GED-XXX3 General Education Elective JSS-1001 Job Search and Success MAN-2103 Project Management Academic Break Academic Break Term 3 SRM-5703 Sport Research and Analytics ESA-3002 Video/Audio Production ESA-3203 Technology in Esports ESA-3013 Esports Gaming Foundation III ACC-1093 Accounting Concepts I COM-2013 Communications for Business GED-XXX3 General Education Elective Term 4 PHL-1253 Ethical Leadership and Critical Decision Making MKT-3403 Selling ESA-4001 Esports Law ESA-4015 Esports Gaming Project SCU-1603 Fundamentals of Entrepreneurship GED-XXX3 General Education Elective

The Esports Industry is disrupting the traditional sports industry attracting new audiences, using new media channels and developing innovative new business models. The Esports Entrepreneurship & Administration program introduces students to this dynamic and exciting world of competitive gaming where business meets passion.

Throughout this program, students gain essential sports business knowledge by studying sports marketing, analytics, tournament and league management, special events management, accounting and communications. Each term, students study a specifically-tailored, hands-on esports course.

Introductory esports gaming courses in the first year give students a grounding in the world of esports, the games, the businesses involved and the money-making strategies they use. Students learn about industry software/hardware, computer networking and the business models behind team management and tournaments while developing and honing their streaming skills.

In the second year, students undertake a capstone project that integrates the knowledge obtained throughout the program and culminates in the execution of a real-world esports project. 

Program Capabilities outline what skills students should possess as they progress through each term/year of their program.

Co-op students and employers will find this information most useful and can reference this capabilities document to ensure students are gaining the experience they need to fulfull the program requirements.

The student will be capable of the following skills by the end of the term indicated:

Upon Graduation

  • Select and effectively use technology and software programs relevant to both the esports and traditional sports industries.
  • Develop an integrated marketing communications strategy for marketing products, concepts, goods, or services for both esports and traditional sports organizations.
  • Develop and manage business strategies for both an esports and traditional sports organization which take into account the current political and economic environment and considers historical context.
  • Perform work in accordance with relevant statutes, regulations, and business practices.
  • Apply leadership strategies and best practices to accomplish organizational goals.
  • Employ accounting and financial information to manage the operations of an esports and traditional sports organization.
  • Apply sports research analytics to examine and support strategic, evidence-based decision-making.
  • Employ environmentally sustainable practices in esports and traditional sports industries.
  • Manage project goals, constraints, deliverables, performance criteria, quality control needs, and resource requirements as defined by project stakeholders.

For co-op information, contact:
Co-op & Career Services
519-542-7751 x 3455