Everything you need to know...
-
What is the fee?
Home: See fees section below
International/EU: £17,155 per year -
How long will I study?
3 / 4 Years
-
Where will I study?
-
What are the entry requirements?
-
What is the UCAS code?
AA01
-
When do I start?
September 2025
-
Placement year available?
Yes

Come to an open day
Visit us to learn more about our gold-rated teaching and why we were awarded the highest possible rating in the Teaching Excellence Framework.
Course summary
- Learn in our state-of-the-art Esports lab and use our content creation suite.
- Build a portfolio that showcases your applied knowledge and capabilities to future employers.
- Develop the skills to design, host, and evaluate live Esports events.
- Gain transferable skills for industries such as media, event management, marketing, and digital strategy.
- Graduate with industry-recognized certifications in Licensing (BIIAB) and Health and Safety (IOSH).
Esports is an exciting and fast-growing industry where individuals and teams compete online and at spectator events. This innovative course brings together esports culture, content creation, enterprise, journalism, and event management to develop your knowledge and build a standout portfolio. Blending practical experience with theoretical learning, it equips you with the skills and expertise to succeed in the dynamic esports industry and beyond.
Sheffield Business School accreditation
Sheffield Business School is accredited by the Association to Advance Collegiate Schools of Business (AACSB) and has been awarded the Business School Impact System label by the European Foundation for Management Development (EFMD).
How you learn
All our courses are designed around a set of key principles based on engaging you with the world, collaborating with others, challenging you to think in new ways, and providing you with a supportive environment in which you can thrive.
A variety of learning and teaching methods are used to help you develop the knowledge, understanding and skills needed for an esports career.
The approaches vary between modules. They include formal lectures, seminars, problem-solving exercises, case studies, individual and group presentations and directed learning activities.
Throughout, you’ll be taught by subject experts from esports, media and event management.
You learn through
- Active and experiential learning.
- Using critical thinking and problem-solving abilities, creativity and innovation.
- Collaboration and team working.
- Live projects — working with real clients to deliver consultancy-based projects, such as live Esports events.
- In our dedicated Esports Lab you will learn to use industry-spec equipment in our studio, gallery, and editing suite.
Key themes
You'll dive into the world of competitive gaming by learning about the core aspects of esports that matter most. You'll explore esports culture, how to broadcast live matches, manage teams, coach players, and understand the psychology behind high-pressure competitions. Along the way, you'll also develop skills in event planning, entrepreneurship, journalism, and media creation.
Course leaders and tutors

Nana Nyarko
Senior Lecturer - Events ManagementMy current teaching responsibilities span all levels in both the undergraduate and postgraduate Event Management courses in the Sheffield Business School at Sheffiel … Read more
Applied learning
Work placements
Work experience is built into this course across all levels, and you will get the opportunity to go on a placement. This gives you real-world experience to prepare you for your future career.
Live projects
Students on the BA Esports Management course will complete their degree with a live project, working with clients to host a live Esport event.
Networking opportunities
Sstudents on the Esports Management degree participate in various networking events to support students in making industry contacts. For example, students have attended Insomnia Gaming Festival, The National Video Gaming Museum and ESI (Esports Insider) Next Gen networking conference
Entrepreneur opportunities
Students are able to use our state-of-the-art Esports lab facilities including a green screen studio, broadcast gallery and content creation suite to develop their own events and business ideas, whilst accessing support from the university's dedicated enterprise team and I Lab.
Future careers
The Esports industry is going from strength to strength with viewership numbers reaching 668 million hours in 2024 (Streamhachet, 2024) it's an exciting time to be entering the industry.
Graduates could gain careers in many sectors,including:
- Esports Team Manager/Coach
- Esports Event Manager
- Esports Marketing Specialist
- Esports Content Creator/Streamer
- Esports Analyst/Caster
- Esports Entrepreneur
- Esports Project Manager
- Esports Sales Representative
- Esports Operations Coordinator
- Esports Talent Agent
- Esports Public Relations Specialist
- Esports Educator
Where will I study?
You study at City Campus through a structured mix of lectures, seminars and practical sessions as well as access to digital and online resources to support your learning.
City Campus
City Campus is located in the heart of Sheffield, within minutes of the train and bus stations.
City Campus map | City Campus tour

Adsetts library
Adsetts Library is located on our City Campus. It's open 24 hours a day, every day.
Learn moreEquipment and facilities
On this course you will work in our
- Esports lab – with state-of-the-art computers, studio, gallery, and editing suite
- TV studio
- Radio studio
- Bespoke newsrooms
Entry requirements
All students
UCAS points
- 112-120
This must include at least 64 points from two A levels or equivalent BTEC National qualifications. For example:
- BBC-BBB at A Level
- DDM in BTEC Extended Diploma
- Merit overall from a T level qualification
- A combination of qualifications, which may include AS levels, EPQ and general studies.
You can find information on making sense of UCAS tariff points here and use the UCAS tariff calculator to work out your points.
GCSE
- English Language or Literature at grade C or 4
- Maths at grade D or 3
We also expect you to demonstrate through your personal statement an interest in and awareness of esports or closely related disciplines or some level of practical experience.
Access - an Access to HE Diploma with at least 45 credits at level 3 and 15 credits at level 2. At least 15 level 3 credits must be at merit grade or above, from a QAA-recognised Access to HE course, or an equivalent Access to HE certificate.
If English is not your first language you must have an IELTS score of 6.0 or above with a minimum of 5.5 in all skills or equivalent. If your English language skill is currently below IELTS 6.0 we recommend you consider a Sheffield Hallam University Pre-sessional English course which will enable you to achieve an equivalent English score.
We welcome applications from people of any age. We may be flexible in our normal offer if you can show a commitment to succeed and have the relevant skills and experience. This must show that you will benefit from and finish the course successfully.
Additional information for EU/International students
If you are an International or non-UK European student, you can find out more about the country specific qualifications we accept on our international qualifications page.
For details of English language entry requirements (IELTS), please see the information for 'All students'.
Modules
Important notice: The structure of this course is periodically reviewed and enhanced to provide the best possible learning experience for our students and ensure ongoing compliance with any professional, statutory and regulatory body standards. Module structure, content, delivery and assessment may change, but we expect the focus of the course and the learning outcomes to remain as described above. Following any changes, updated module information will be published on this page.
You will be able to complete a placement year as part of this course. See the modules table below for further information.
Year 1
Compulsory modules
Aims:
Students will develop academic skills for successful completion of Level 4 and progression to further undergraduate study, and skills for lifelong learning. These skills will be applied to a live brief relevant to their sector
Indicative content:
- Understand the importance of academic research and referencing.
- Learn to effectively read, analyse, evaluate and synthesise academic literature.
- Apply the development of study skills to academic report and essay writing.
- Engage with an external organisation and apply research and analytical skill development to identify and articulate solutions to a current organisational challenge.
- Practice and develop verbal and digital communication skills.
- Identify and act upon development needs and recognise progress.
- Undertake and reflect upon a range of study skills activities.
Aims:
The module introduces events design and resource management, including theory and best practice. Students will understand the importance of setting event objectives and processes for achieving them. The content focuses on designing and delivering esport event experiences in venues and online platforms, paying attention to sustainability and ethical practice.
Indicative content:
- The importance of setting and achieving event objectives.
- Attendee motivations and requirements.
- Principles of event design.
- Venue and online platform analysis.
- Resources and supply chain management for esport events.
- Budget management.
- Sustainability and ethical considerations in event design.
- Team, single and multiplayer event content and programming.
Aims:
Students learn about the key developments in competitive computer and video games, their audience, and how esports have grown out of this context. Students explore esport genres and the various subcultures around them. They learn about the history of esports, its audience demographics, and key cultural phenomena around it.
They gain an understanding of the broader media ecosystem surrounding the games and events themselves: How esports operates as a business, and what are the different roles and actors (e.g., service providers, agencies, associations) in that ecosystem.
Indicative content:
- History of competitive gaming
- Esports game genres
- Esports major events
- Esports business and media ecosystem
- Esports business models
- Esports audiences and their diversity
- Esports legislation
- Esports integrity regulation and risk, gambling, match fixing
Aims:
The module introduces students to different technologies used for esports journalism and casting, developing academic and technical knowledge associated with the creation of various media.
Students gain an understanding of practical production techniques through the use of audio, video and photographic exercises.
Indicative content:
- Research and understand different media used in esports journalism
- Use digital audio, video and photographic equipment to plan and record short exercises
- Use digital software packages to select and construct short audio, video and photographic sequences
- Plan and conduct interviews, asking questions and using professional techniques
- Understand and practice different types of casting
- Appreciate issues of diverse representation in esports media
- Develop casting techniques using recorded or live esports content
Year 2
Compulsory modules
Aims:
The module develops students’ knowledge and skills in the fields of esports content creation, public relations and media management. Students gain insights into context and audiences, media rights, and the processes involved in current and future responsible journalistic practice.
Indicative content:
- Introduction to content creation for the esports landscape.
- Analysing and evaluating forms of content and platforms for marketing, audience & community management.
- Conducting market research, exploring content and brand purpose using case study examples.
- Project management & understanding content analytics.
- Examine media rights, relationships between esports organisations, esports event organisers, audiences, and the media.
- Tools and skills for marketing communications in esports.
- Responsible PR and media communications for online and live esports events, players and organisations.
- The importance of PR and media management in merchandising, global commercial investment, player welfare, fees and prize money.
Aims:
The module explores the significant and continuing growth of esports enterprises from small start-ups to high profile, publicly listed organisations.
The process and resource requirements of launching an esports enterprise are examined, with evaluation of the current and future business environment and opportunities for students to work as freelancers.
Indicative content:
- Introduction to business model sotfware
- Inspiring students through case studies of successful and innovative esports enterprises including game producers, software companies, professional team management, gaming and hosting platforms and media organisations
- Esports business environment scanning and software
- Theories of competition and strategic positioning
- Sources of funding and investment
- Planning and launching esports enterprises
- Opportunities for freelancing in the esports industry
- Consider the legal, ethical and sustainability responsibilities of esports enterprises
Aims:
To introduce students to the importance of event safety and risk management, including the responsibilities of esports event organisers to employees, attendees and participants. This module helps students to understand their legal, moral and financial responsibilities.
Indicative content:
- Foundations of UK Law, Health and Safety Laws and Regulations
- Responsibilities of esports events organisers for safety and health of diverse audiences
- Managing, measuring and controlling risk
- Fire Safety
- Crowd management and dynamics
- Safe event operations
- Study for the IOSH Managing Events Safely L3 Certificate
Aims:
The aim of this module is to provide opportunities for students to prepare for and experience work environment(s) relevant to the esports sector.
Students will experientially learn about participating in and managing player teams, to provide insights into the particular needs of participants and the responsibilities of managers for their development and welfare.
Students reflect on and hone personal and professional skills relevant to graduate employment including legal context, leadership, responsibility and accountability with due consideration of relevant policies, procedures and culture.
It is expected that the students will undertake the equivalent of 120 hours of relevant work experience and professional development activities to enhance their understanding of the esports sector and plan their career.
Indicative content:
Module content may vary in response to the changing professional landscapes but could include:
- Examine esports current teams to understand the components of successful team performance.
- Nutrition, physical and mental wellbeing of esports players.
- Standards of ethics, player and audience conduct, integrity and performance in esports.
- Training, personal and professional development; emotional intelligence.
- Leadership, followership and mentorship.
- Managing conflict for individuals, teams, and organisations; Managing group dynamics.
- Ethical practice relevant to profession; equality, diversity, inclusivity in the workplace and corporate social responsibility (sector-specific economic, environmental and social value).
- Understanding organisational culture, human resource management, talent and performance management, managing diversity in organisations, understanding stress and building resilience, employee wellbeing and developing empathy.
- Highly skilled employment opportunities which could include work experience.
- Maximising exposure to the world of work and professionals through site visits, field trips, attendance to professional conferences and engaging with guest speakers.
- Undertaking volunteering work.
Elective modules
This module is for undergraduate students to study abroad in their second year, Semester 2 (only for courses that offer this option). With this module, you can spend a semester at one of the University’s approved partner institutions worldwide – from Europe to the Americas, Asia Australia or Canada. Study Abroad plays an important role in the University's commitment to an engaging, challenging, and thriving learning culture. It offers opportunities to experience other academic cultures and foster intellectual maturity while enhancing co-curricular skills and students' long-term employability. Study abroad for credit is permitted on existing university-approved courses only. Students are awarded credits and grades at the partner institution, which are converted into Sheffield Hallam credits and grades on return and included in the Sheffield Hallam degree classification. Please check and refer to the webpage “How study abroad works”. You must submit a Learning Agreement outlining the modules you will be taking at the partner institution. The Learning Agreement will be signed off by your academic tutor to ensure that the Learning broadly covers the Learning Outcomes set out in your course curriculum during your study abroad.
Year 3
Optional modules
Module aim:
The aim of this module is to enhance students’ professional development through the completion of and reflection on meaningful work placement(s).
A work placement will provide students with opportunities to experience the realities of professional employment and experience how their course can be applied within their chosen industry setting. The placement will:
-
Allow student to apply the skills, theories and behaviours relevant and in addition to their course
-
Enable students to enhance their interpersonal skills in demand by graduate employers – communication, problem solving, creativity, resilience, team work etc.
-
Grow their student network and relationship building skills.
-
Provide student with insights into the industry and sector in which their placement occurs
-
Help student make informed graduate careers choices.
Indicative Content:
In this module students undertake a sandwich placement (min 24 weeks / min 21 hours per week) which is integrated, assessed and aligned to their studies.
Their personal Placement Academic Supervisor (PAS) will be their key point of contact during their placement and will encourage and support students to reflect on their experience, learning and contribution to the organisation they work for.
To demonstrate gains in professional development, students will be required to share their progress, learning and achievements with their Placement Academic Supervisor and reflect on these for the summative piece of work.
Final year
Compulsory modules
Aims:
This module provides students with a broad understanding of the practices and tools used to balance and maximise business, societal and environmental outcomes of esports activities, to achieve organisational strategies. Most esports organisations are relatively young in the business lifecycle, and operate in a highly competitive, fast-growing sector, with high investment and development costs and innovative marketing techniques, such as advergaming.
This combination of factors brings challenges and opportunities for leaders to maintain and grow their competitive position.
Grounded in responsible business strategy and management theory, the module challenges students to identify and apply critical understanding of sustainable business management and to generate integrated, ethical solutions for the growth of an existing esports organisation.
Indicative content:
- Principles of Strategic Management including leadership, strategy selection and evaluation.
- Business Management models, software, and systems.
- Responsible, ethical and sustainable resource and supply chain management, including human resources.
- Stakeholder relationship management, contracts, and tendering.
- Sales strategies, revenue and budget management.
- Sponsorship, merchandising, upselling, managing seasonality.
- Branding, PR and marketing – including B2B and B2C strategies and methods, market segmentation and sales.
Aims:
Drawing on the latest trends within the event, festivals, entertainment and esports industries, current academic research and the contemporary global and national issues, this module will ensure students graduate with a clear, subject specific, knowledge and understanding of what is emerging in their chosen industries and are able to draw on that understanding to make sound, innovative and responsible decisions.
The indicative content may vary with emerging trends and issues but may include:
- Current and future trends, opportunities and challenges in events, festivals, entertainment and esports.
- Innovations in events, festivals, entertainment and esports including new and emerging technologies.
- Issues in the global consciousness and how they impact the experience design industries
- Issues such as equality, diversity, inclusivity and sustainability within the sector.
- Exploration of the issues from a local and global perspective.
Aims:
The module provides the opportunity for students to deliver a successful live esports event experience for external stakeholders, through careful implementation of outcome-driven, creative event design and delivery. To integrate knowledge and skills learned throughout the course and develop as an enterprising, professional event manager, through experiential learning. Students develop career-readiness, confidence, creativity and resilience by integrating knowledge and skills learned throughout the course and grow through experiential learning.
Indicative content:
- Research, design and create a successful marketing campaign for a live esports event that meets client specifications
- Develop and deliver professional and feasible esports event proposals
- Project manage a live esports event including human, financial and other resources and processes
- Negotiate and communicate with stakeholders, venues, suppliers and other bodies such as licensing and local authorities in a professional manner
- Critically evaluate the success of the esports event, based on achievement of appropriate objectives and outcomes
- Identify and act upon individual career aspirations and understanding of professional conduct
- Critically review personal, professional and career development
- Demonstrate awareness of political, regulatory, legal, cultural and ethical issues
- Develop digital skills appropriate for the management of live or online projects in the esports industry
Aim:
This module will enable students to appreciate the strategic importance of shaping and delivering well-designed event experiences from the perspectives of client, attendee and other relevant stakeholder groups, and to apply their knowledge and understanding of experience design principles to a range of appropriate event scenarios.
Indicative content:
-
To achieve event objectives, students will consider experiences before, during and after the event, and how they can be intentionally designed
-
Concept areas such as destination and venue selection, programming and use of related software will be discussed as elements contributing to an effective event design, which is now seen as a strategic tool for organisational success
-
Inclusivity in experience design
-
Economic, social and political factors that shape the development of the industry will be evaluated, alongside stakeholders' characteristics and expectations
-
Technological, environmental and sustainability issues in experience design
-
Analyse and critique a range of international case studies from a strategic design perspective
-
The module integrates underpinning academic knowledge with students' own experience and practical research
Fees and funding
Home students
Our tuition fee for UK students on full-time undergraduate courses in 2025/26 is £9,535 per year (capped at a maximum of 20% of this during your placement year). These fees are regulated by the UK government and therefore subject to change in future years.
If you are studying an undergraduate course, postgraduate pre-registration course or postgraduate research course over more than one academic year then your tuition fees may increase in subsequent years in line with Government regulations or UK Research and Innovation (UKRI) published fees. More information can be found in our terms and conditions under student fees regulations.
International students
Our tuition fee for International/EU students starting full-time study in 2025/26 is £17,155 per year (capped at a maximum of 20% of this during your placement year)

Financial support for home/EU students
How tuition fees work, student loans and other financial support available.
Additional course costs
The links below allow you to view estimated general course additional costs, as well as costs associated with key activities on specific courses. These are estimates and are intended only as an indication of potential additional expenses. Actual costs can vary greatly depending on the choices you make during your course.
General course additional costs
Additional costs for Sheffield Business School (PDF, 255.6KB)Legal information
Any offer of a place to study is subject to your acceptance of the University’s Terms and Conditions and Student Regulations.