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    The Business of Esports

    A licensable, university-level program where students learn, build, and run real collegiate esports tournaments, taught by industry practitioners. Three standalone courses: license one, or the full program.

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    Certified by Education Alliance Finland · Licensable at universities worldwide

    About the program

    Learn the industry by building it

    The Business of Esports gives students a practical command of how the esports industry works by having them build the business behind a real tournament. It is taught by industry practitioners and runs on one principle: real outputs, not examinations. Every week produces professional work, and by the end students hold a portfolio, not just a transcript line.

    Learn → Build → Run

    3 courses15 Foundation modulesIndustry-practitioner-ledEnglish-mediumNo prerequisites
    University esports program

    STANDALONE COURSE

    The Foundation

    Learn the business

    Every student covers every function of running a competitive event, and each team builds its own complete tournament playbook.

    3 credits · 45 hours · 15 weeks

    STANDALONE COURSE

    The Specialisation

    Build the venture

    Students specialise into functional tracks and converge their many playbooks into one unified tournament playbook.

    3 credits · 45 hours · 15 weeks

    STANDALONE COURSE

    The Tournament

    Run the league

    The cohort runs that unified plan as a real, live event, delivered in professional roles and measured against real KPIs.

    Flexible: short block, or 15 weeks

    License one, or the full program. Each course is complete on its own and can be licensed and run by itself. Taken in order they build on each other, learn, then build, then run, so a cohort gains the most from the full sequence. None is a prerequisite for another, so you can start with one and add the rest as the program grows.

    Coming soon

    The Startup

    A further course in the program, taking students from running events into launching and scaling their own esports ventures.

    Curriculum overview

    Three courses, one program

    The Business of Esports is three standalone courses that follow a Learn, Build, Run arc. Each can be licensed on its own. Here is what each one teaches.

    The Foundation · learn the business

    The breadth course: 15 modules across 6 phases. Every module pairs a real-world case study with a hands-on workshop that produces a usable component of a tournament plan. Those accumulate, week by week, into a complete, launch-ready playbook.

    PHASE 1

    Foundations of the esports business

    M1 to M4

    M1

    Introduction to the esports industry

    Builds: a stakeholder map

    M2

    Marketing in esports

    Builds: a campaign concept

    M3

    Esports event design

    Builds: an event concept

    M4

    Tournament operations

    Builds: an operations plan and bracket

    PHASE 2

    Governance, people and wellness

    M5 to M7

    M5

    Rules and governance

    Builds: a tournament rulebook

    M6

    Staffing and HR

    Builds: an org chart and roles

    M7

    Wellness and player management

    Builds: a player wellness policy

    PHASE 3

    Commercial and media

    M8 to M9

    M8

    Marketing and sponsorship

    Builds: a sponsorship deck

    M9

    Media and broadcasting

    Builds: a broadcast simulation

    PHASE 4

    Branding and partnerships

    M10 to M11

    M10

    Branding in esports

    Builds: a brand identity pack

    M11

    Partnerships in esports

    Builds: partnership pitch sheets

    PHASE 5

    Risk, legal and infrastructure

    M12 to M13

    M12

    Law, ethics and contracts

    Builds: a code of conduct and player agreement

    M13

    Technology and infrastructure

    Builds: an infrastructure plan and budget

    PHASE 6

    Integration and capstone

    M14 to M15

    M14

    Integration and pre-launch simulation

    Builds: an integrated draft and readiness report

    M15

    Capstone, playbook finalisation

    Builds: the final launch-ready playbook

    A consistent five-step week

    Each week is a single 3-hour session. The first three steps run inside the opening hour, the workshop fills the next two, and the reflection closes it out.

    1

    Recorded expert lecture

    A short lecture from an industry practitioner, watched in class.

    2

    Live localising lecture

    The local lecturer reinforces it and leads the case discussion.

    3

    Knowledge check

    Five auto-graded questions through the learning platform.

    4

    Team workshop

    Two hours of team work producing a real deliverable.

    5

    Individual reflection

    A short reflection to consolidate the session.

    Every module, anchored by a real case

    Students work through actual decisions major esports organisations faced, chosen for productive friction: capable people who made defensible calls that still went wrong, so students learn to interrogate decisions, not just outcomes.

    GOVERNANCE

    Overwatch League

    Governance ambition meets commercial reality.

    INDUSTRY MODEL

    T1 and the Korean machine

    Why the structural model resists replication.

    SPONSORSHIP

    Red Bull

    The holistic non-endemic model.

    CONTRACTS

    Tfue and FaZe Clan

    The dispute that forced an industry to look at itself.

    The Specialisation · build the venture

    The depth course. Each student joins one of eight functional tracks, builds their department to a professional standard, and then the whole cohort negotiates their separate plans into one unified tournament playbook. Each track deepens a function first met in the Foundation.

    OPERATIONS

    Competition and event delivery

    Builds: the operational plan the event runs on

    MARKETING

    Audience and community

    Builds: the audience and campaign plan

    SPONSORSHIP

    Commercial and partnerships

    Builds: the sponsorship and partnership pipeline

    BROADCASTING

    Media and production

    Builds: the broadcast and production plan

    HR & WELLNESS

    People and welfare

    Builds: the staffing plan and welfare policy

    BRANDING

    Identity and design

    Builds: the brand system and asset kit

    GOVERNANCE

    Rules, integrity and legal

    Builds: the rulebook and governance pack

    TECHNOLOGY

    Infrastructure

    Builds: the infrastructure plan and costed budget

    Integration is the point. In the back third of the course the eight departments reconcile the real conflicts, budget against ambition, schedule against broadcast, brand against sponsor, into one plan the whole cohort owns, then stress-test it to a go or no-go.

    The Tournament · run the league

    The delivery course. The cohort runs the unified plan as a real, live event, in professional roles drawn from their specialism, and the event is measured against the KPIs it set for itself. It runs two ways.

    A short execution block

    A few days to a few weeks

    Stages the event as a celebration and showcase of the cohort's work, with a debrief to close.

    Capstone credit, or a non-credit showcase

    A full 15-week course

    Work-integrated learning

    Readiness, the live event, then full post-event analysis, with students in assessed professional roles throughout.

    3 credits, and can carry internship credit

    Every student holds a real delivery role

    Measured against real KPIs

    The cohort sets its own targets in the plan, then the live event is measured against them across every domain.

    OPERATIONS

    Runs to schedule

    Matches completed on time, event on schedule.

    AUDIENCE

    Attendance and viewership

    Live attendance and viewer targets met.

    COMMERCIAL

    Sponsor delivery

    Every contracted deliverable fulfilled.

    TECHNOLOGY

    Technical reliability

    No critical technical failures.

    Delivery & implementation

    Built to run reliably at university scale

    The programme is designed to run consistently on any campus, whatever the local resourcing. Squid supplies the full teaching materials, the case studies, the learning platform, and the assessment instruments.

    The delivery model

    How each session runs

    Each module's expert content is delivered by a recorded industry practitioner, then localised and reinforced by a trained local lecturer in the room.

    • Students work in teams of three to five
    • One lecturer per maximum 30 students
    • Scales to larger cohorts through parallel sections
    • No prerequisites; open to students from any faculty

    Core and enrichment

    What makes it licensable anywhere

    The entire taught programme runs from supplied materials with no local industry access required. Optional real-world components can be layered on where a partner's setup allows.

    • Industry brief set by a real esports company
    • Live-event site visit to a professional tournament
    • Embedded guest lecturers in the commercial and media phases

    Assessed on produced work, not exams

    Every course is graded entirely on coursework, with no final exams. The Foundation's weighting is shown here; the Specialisation and Tournament each carry their own.

    10%

    Attendance and participation

    15%

    Knowledge checks

    30%

    Workshop outputs

    25%

    Reflections

    20%

    Capstone playbook

    Outcomes & why it matters

    Proven with students, certified by pedagogy experts

    Assumption University in Bangkok is one of the universities we work with, and the one where we ran a full case study across a live cohort. The results below are from that study.

    Case study

    Assumption University, Bangkok

    Squid delivered the Business of Esports as a credit-bearing elective at Assumption University. It drew students from across the institution and returned strong results on both quality and reach.

    85

    students enrolled

    6

    faculties represented

    ~89%

    from outside the host faculty

    4.4/5

    student quality rating

    95.5%

    would recommend it

    92%

    EAF pedagogy score

    On completion, the teaching team publicly endorsed the course and the partnership. Curriculum design independently certified by Education Alliance Finland.

    Why universities choose it

    Cross-faculty pull

    In our case study, roughly 89% of students came from outside the host faculty. It fills seats from across the institution.

    Independently certified

    A 92% pedagogy score from Education Alliance Finland, certifying the quality of the curriculum design itself.

    A growing field

    Southeast Asia esports revenue grew 20.8% a year from 2019 to 2024 (Newzoo), a market students want to enter.

    Graduate portfolios

    Students leave with a body of professional work across every function of running a real event, not just a transcript line.

    Education Alliance Finland Certificate of Quality

    Internasyonal na Akreditado

    Our curriculum has been certified by Education Alliance Finland — a globally respected authority in learning quality — with an Excellent rating. Independently validated teaching quality for confident institutional adoption.

    92%

    Score sa Pedagogy

    4.2 / 5

    Learning Engagement

    Research-Based

    Educational Psychology Standards

    Matuto pa tungkol sa aming akreditasyon

    BOE

    CEFR Aligned

    Mga Pamantayan sa Wika at Pagiging Naa-access

    BOE, Business Of Esports

    Lahat ng program materials ay isinulat ayon sa tinukoy na English language standards, na nakatugma sa audience at antas ng program, upang manatiling naa-access ang pagkatuto at kumpiyansa at konsistent ang pagtuturo.

    CEFR B1-B2

    Para sa Estudyante

    eCourse materials, Student Learning Guides, at in-class resources

    CEFR B2-C1

    Para sa Guro

    Lecturer Delivery Guides, Lesson Plans, at delivery notes

    Nalalapat ang mga pamantayang ito sa lahat ng modules at phases sa loob ng BOE degree pathway, mula Summer Elective hanggang Terms 1 to 3.

    Access & Next Steps

    Universities may access the Business of Esports through authorised Squid Academy partners or directly from Squid Academy, depending on regional availability.

    Sa pamamagitan ng mga awtorisadong partner ng Squid Academy

    Sa iyong rehiyon

    Direkta mula sa Squid Academy

    Kung walang lokal na partner

    Commercial models and delivery structures vary by region and institutional context. All implementations provide access to Squid Academy's full teaching ecosystem, including curriculum materials, delivery tools, and platform support.

    Bring the Business of Esports to your university

    Book a walkthrough of the curriculum and the platform, and see the full results.

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