公測版資料更新至 2026-11-07

Esports

University of Chichester · P370 · 2027

主成績:(433(三科;核心科或選修(不計英語文學、音樂)) 或 其他途徑須確認) 指定科:主成績各分支已列指定科 英文:DSE英文4 其他:5項未能自動判斷

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主成績(433(三科;核心科或選修(不計英語文學、音樂)) 或 其他途徑須確認)
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https://www.chi.ac.uk/creative-industries/course/ba-hons-esports/

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# BA (Hons) Esports
## Explore all aspects of the esports industry
Image: UCAS logo P370
* 3 years full time
* Bognor Regis Campus
* Apply for 2027/28
* 3rd in the UK for teaching on my course National Student Survey 2026
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BA (Hons) Esports
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## Overview
### Study gameplay, sports science, psychology, events and business
Our BA (Hons) Esports degree allows you to explore the esports industry as a whole in order to boost your employability, versatility and adaptability within one of the world’s fastest growing industries.
If you are passionate about gaming but unsure about how to use your passion, or what section of the industry is right for you, our esports course will guide you in the right direction.
#### Develop your competitive gameplay skills
This highly-practical course provides you with additional skills and knowledge to improve your overall competitive ability across a range of live and online single and multiplayer games events across titles including Counter Strike, FIFA, League of Legends and Project Cars.
You will develop your gaming in skills sessions and study strategic and tactical thinking to enhance your gameplay, as you explore topics including game analysis and observation.
Past students have represented us in the National Student Esports’ British University Esports Championship and the National University Esports League as part of the University esports team, the Chi Challengers.
#### Examine science behind competitive gaming
You will develop your knowledge of the physical and psychological impacts of high-level gaming, as you explore the physical demands and preparation for esports performance and consider the role of the central nervous system, energy demands, nutrition, repetitive movements and endurance activities
#### Explore wider aspects of the industry
You will also gain a wider insight into the esports industry, as you explore event promotion and management, stage online and live room competitions, and gain an understanding of commercial sponsorship opportunities, marketing and other business aspects of the industry.
You will investigate current issues and trends relating to ethics and codes of conduct, player management and coaching, and the impact of immersive gaming experiences of virtual and augmented reality.
### Explore our esports course
Hear more about BA (Hons) Esports with Senior Lecturer and Programme Lead Rams Singh.
#### Study areas include:
* Competitive gameplay development
* Sports science and nutrition
* Psychology
* Event production
* Business, marketing and branding
* Esports events and journalism.
#### On this course you will:
* Develop your strategy and gaming skills, coaching and player management.
* Compete in single and multiplayer games events, both live and online.
* Explore the physical and psychological effects and impact of competitive gaming.
* Learn more about business, event management, marketing and commercial sponsorship of esports.
* Boost your employability within one of the world’s fastest growing industries.
#### Partnerships
As a part of the Department of Creative Industries, you will benefit from our industry partnerships with companies including HyperX, DXRacer, Twitch, ARRI and AVID, and be able to access to industry standard software such as Nuke, Maya and Houdini.
## The Course
### Develop your competitive skills alongside wider contextual study
#### Year One
In your first year, you will begin to hone your gameplay skills through both single-player and team-based competitive games, as you develop your understanding of performance and scientific analysis of your matches and sessions.
In addition, the course introduces you to the history and development of esports of the past few decades as you begin to explore wider commercial aspects of the industry.
#### Year Two
Your second year will look to continue your technical development as a player, as you explore the physical demands of the competitive player in competition and work to define the requirements for optimal participation and performance in esports.
You will also immerse yourself in the world of online event production and management across two semesters and link it to your study of the rapid commercial growth of the industry.
#### Year Three
In your final year, you will begin to focus on the role of the coach and manager within a competitive context and use these skills to manage your own team.
You will also work to host your own live esports event, explore advanced psychology principles in relation to esports performance and undertake your final research project on an aspect of your choice.
## Modules
This list is indicative and subject to change.
Select semester [Select]
* Ethics and Codes of Conduct
* Introduction to Esports: History & Context
* Media Production for Esports: Marketing/Casting and Content
* Skills Development 1: Single & Team Games Analysis
* Sports Science: Flow State
Ethics and Codes of Conduct
As a major growing activity with ambitions to be recognized as a sport, esports faces several issues regarding conduct and authenticity.
This module explores the range of emerging player and team codes of conduct from games companies, leagues, events promoters and national governing bodies.
You will discuss ethical questions concerning behaviours, drug taking for enhancing performance, social interactions and expectations of players and audiences alike.
You will also examine the possible wide-ranging implications for the industry if esports is granted Olympic status.
Introduction to Esports: History & Context
This module will introduce you to the history, development and current trends of the esports world. Esports is a rapidly growing industry, with global tournaments offering multi-million-pound prize funds and predicted growth of the sector set to explode into multiple billions in future years.
You 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 into the history of esports, major tournaments, events and how they will feed into future events-based modules.
Media Production for Esports: Marketing/Casting and Content
This module promotes a range of important skills which you will develop throughout your degree. It offers a first taster into the world of media production within esports such as casting, presenting, streaming, video editing and creating graphics.
Skills Development 1: Single & Team Games Analysis
This module focuses on individual and team-based games from a player’s perspective.
You will enhance your individual skillset and harness a greater understanding of the need to work in unity across a number of team-based titles. You will examine a wide range of individual and team-based titles, explore the best strategic approaches, reflect on performance, and implement new ideas based on an emerging understanding of analysis.
Game analysis is also essential to authenticity for coaches, broadcasters 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 the sheer amount of data available for esports analysts and players.
Sports Science: Flow State
In this module you will explore ‘flow’ in positive psychology, which also known as being in the ‘zone’.
Flow is a mental state of operation where a person is fully immersed in a feeling of energised focus, full involvement, and enjoyment in the activity they are performing. Flow is characterized by being completely absorbed in what you are doing, and the resulting loss in your sense of space and time.
In eSports the ‘flow state’ enables players to react and implement moves more quickly and effectively. This module also introduce aspects of research involving sports science such as nutrition, brain activity analysis, personal behaviours and preparation.
##### Assessments
You will be assessed through a report or case study.
* Online Event Production
* Skills Development 2: Strategy & Gameplay
* Sports Science: Physicality of Gaming
* Business of Esports
Online Event Production
In this module, you will immerse yourself in the world of online event production and management across two semesters as you prepare for your final year live event.
You will explore the complexities behind running tournaments, such as:
* game selection
* single- or multi-player
* how many players/rounds
* and timings from start to finish.
Your events will probably start as small events for closed groups, and progress during the year to be more dynamic, professional and open.
##### Assessment
You will be assessed through a reflective commentary and a portfolio of work.
Skills Development 2: Strategy & Gameplay
This module builds on Skills Development 1.
You will continue to develop your awareness of analysis and strategy with a focus on the opposing players/teams in team-based and individual player gaming, and how to plan strategic performances in response to the strengths and weaknesses of your opposition.
You will develop a reflective approach to analysing personal performance strengths and weaknesses to identify the skills you need to train to improve your gameplay.
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, supplements, repetitive movements and endurance activities.
Athletic esports demands and training will be discussed with a focus on the metabolic, neuromuscular, neuroendocrine and cardiovascular systems of the human body to develop knowledge on the nature of esports performance.
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.
This module examines the business approaches used across the esports industry, as you 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.
You will also consider the career opportunities opening up within this industry.
* Live Event Production
* Skills Development 3: Coaching, Management & Performance
* Independent Research Project
* Immersive Technologies and the Competitive Game Player
* Sports Science: Psychology of Esports
Live Event Production
On this module, you will work closely with BA (Hons) Sports Media cohorts, who will provide production and event filming support, to organise and deliver a one-day live event covering a number of games and competitions.
In addition, you will fully engage with events management, finding sponsorship, establishing branding and advertising the event.
Skills Development 3: Coaching, Management & Performance
This final skills module focuses on the role of the coach and manager and their impact on performance.
Using the skills you gained in previous modules you will analyse and reflect on number of games as you coach and manage your team/s in and out of competition.
You are expected to show professionalism at all times and clear leadership qualities as you develop a much deeper understanding of the role and the importance of team work to achieve successes above targets.
Independent Research Project
This module enables students to work on an independent research project to pursue specialist interests and enhance their knowledge of the esports sector.
Immersive Technologies and the Competitive Game Player
Professional esports players are using virtual and augmented reality devices and more sophisticated and realistic haptic controllers for training and competition. As their place in esport grow, so does the need to understand how these devices impact players in terms of their competitive physical performance, psychology and emotional response, and depth of immersion.
On this module you will investigate the complex relationships between the competitive game player and new audio-visual and haptic technologies.
Sports Science: Psychology of Esports
One of the fundamental concerns of sports psychologists and coaches is enabling an athlete to perform to their potential in training and competition. Researchers and practitioners must understand the psychological pressures inherent in training and competition and the potential consequences of these pressures to support athletes appropriately.
Given the team nature of esports, you must also consider the factors which impact the effectiveness of group functioning and the potential consequences to group performance. In this module you will develop your understanding of the psychological demands of training and performance and explore how these demands can be managed, regulated and controlled.
## Teaching and Assessment
### Feel the support of our expert and experienced staff
#### Teaching
You will be taught by a range of experts in esports, including former national and international champions, coaches, journalists and presenters, all with extensive and successful careers in the industry.
#### Smaller class sizes to help your development
Our commitment to smaller class sizes allows you to feel more confident to discuss your ideas in a supportive environment and allows your tutors get to know you and how best to aid your development.
#### Learn more about our teaching staff
Image: Rams Singh View profile
Rams Singh
Senior Lecturer in Esports
Rams ‘r2k’ Singh has been in the world of Esports for more than 20 years as a player, coach, manager, advisor.
Rams became a multiple-time Champion and European Champion in Quake 3 before joining Team Dignitas in 2006 as a player in Quake 4 and Trackmania, and was one of the first to represent the UK in the Electronic Sports World Cup.
He also has extensive experience in esports broadcasting, commentary and was the UK National Captain for the World Cyber Games in 2013.
#### Assessment
You will be assessed through a range of assignments including:
* Portfolios
* Essays
* Course work
* Practical work
* Presentations
* Reflective writing
* Skills observation
* Continuous assessment with tutor and peer feedback.
## Experience
### Learn in our state-of-the-art Tech Park building
#### Discover our £35 million Tech Park
Our Bognor Regis campus boasts the £35m Tech Park and brings together science, technology, engineering, arts and mathematics courses on one state-of-the-art site.
### Bognor Regis campus
Our Bognor Regis campus boasts our £35m Tech Park, beautiful Georgian architecture and is within walking distance of the sea.
### £35 million Tech Park
Our flagship Tech Park offers you access to world-class, industry-standard facilities.
### Expert staff
Our industry-experienced staff get to know you and your learning needs to help you thrive.
### Learning Resource Centre
The Learning Resource Centre (LRC) contains the library, a café, IT/teaching rooms and the Support and Information Zone (SIZ).
### Library
Our campus library holds more than 200,000 books and over 500,000 eBooks.
Image Jack
For those that wish to enter the industry of esports, this is the best course in the country to gain the skills necessary to succeed. The course’s wide range of modules will help me become the best at what I do.
## Study Abroad
### Explore the opportunity to study part of your course abroad
As a student at the University of Chichester, you can explore opportunities to study abroad during your studies to enrich your educational experience.
It’s a chance to broaden your horizons, a great opportunity to meet new people, undertake further travelling and to immerse yourself within a new culture.
You will be fully supported throughout the process to help find the right destination and institution for you and your course. We can take you through everything that you will need to consider, from visas to financial support, to ensure you get the best out of your time studying abroad.
## Careers
### Where you could go after your studies
Esports is a diverse industry with many aspects and professions. You could start your career as a player and retire into team management, coaching or business strategy. This BA (Hons) Esports degree gives you an overview of all aspects of the industry to prepare you for your career.
#### You could work in:
* Business strategy
* Marketing
* Event management
* Team management
* Playing
* Coaching.
#### The esports industry
The esports industry is predicted to have a $495 million total global audience in 2020.
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. Esports has a $1.1 billion predicted total revenue in 2020 which is an annual growth of 15.7%
## Course Costs
#### Course Fees 2026/27
Subject to Parliamentary approval
International fee
## EU/EEA Fee Reduction Scholarship
EU/EEA students automatically pay the equivalent of UK fees via the EU/EEA Fee Reduction Scholarship
For further details about fees, please see our Tuition Fee page .
For further details about international scholarships, please see our Scholarships page .
To find out about any additional costs on this course, please see our Additional Costs page .
## Entry Requirements
#### Typical offers (individual offers may vary):
tariff points from A levels or combination with Extended Project / BTEC / Cambridge Technical.
A Levels
BTEC/Cambridge Technical
Access to HE Diploma
with no element lower than 5.5.
#### Contextual offers
We believe everyone deserves an equal opportunity to pursue higher education, regardless of their background.
When we receive your application we consider your personal circumstances and the factors surrounding your achievements to see if you are eligible for a contextual offer. This is an offer with a reduced entry tariff – typically the equivalent of 16 fewer UCAS points (two A-level grades).
Applicants who are predicted to achieve two or more (A-level) grades better than the published typical offer will normally be made the typical offer, rather than a reduced offer. For example, where the predicted grades are BBB, and the published typical offer is BCC, a BCC offer would be made.
Find out more about our contextual offers .
If you are a mature applicant who does not have the standard entry requirements listed below, you will be asked to submit a ‘non-standard entry portfolio’ to demonstrate your readiness for higher education.
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