Squid Academy workshop with a presenter and learners on campus
    Universities & Colleges

    The Business of Esports

    Students learn the esports industry by building it.

    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.

    See plans and pricing

    3

    Standalone courses

    15

    Modules

    1

    Real tournament

    • Education Alliance Finland: Certified Pedagogical Quality
    • EdTech Impact: Quality Pedagogy
    • AQA Unit Award Scheme centre

    Why universities add an esports business pathway

    Students want careers in esports

    Demand is high, but few programmes teach how the industry actually works: events, media, sponsorship and teams.

    Faculty time is limited

    Designing industry-current modules, case studies and assessments from scratch is not realistic for most departments.

    Boards need academic rigour

    Any new pathway must show clear outcomes, assessment evidence and external quality validation.

    What your students learn and build

    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.

    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

    A consistent five-step week

    Recorded expert lecture

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

    Live localising lecture

    The local lecturer reinforces it and leads the case discussion.

    Knowledge check

    Five auto-graded questions through the learning platform.

    Team workshop

    Two hours of team work producing a real deliverable.

    Individual reflection

    A short reflection to consolidate the session.

    The Specialisation · build the venture

    Give every role a real-world outcome.

    Team identity, player information and broadcast presentation bring business, media and event operations together.

    Operations

    Design the competition, then make it work.

    Students translate formats, brackets and schedules into a tournament that teams can realistically deliver.

    Donut · Radiant Challenger Cup

    Images shown are extracts from real student submissions produced by participants at our partner universities.

    The capstone

    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.

    A full 15-week course

    Work-integrated learning

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

    Students running a collegiate esports tournament

    The event takes shape

    Students plan the structure, schedule and match flow of a real tournament.

    Students producing and running a live esports league match

    Run the league

    Teams compete while students manage operations, media and broadcast.

    Case study

    Assumption University, Bangkok

    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

    How it fits into your institution

    Learners attending a Squid Academy campus workshop
    Learning the industry together, with a campus workshop led by Squid Academy.
    1

    Consultation

    We map the pathway to your programme, credits and term structure.

    2

    Faculty onboarding

    Lecturers get LMS access, delivery guides and the case study library.

    3

    Teach and build

    Students learn the industry by working on real cases each week.

    4

    Run the tournament

    Students plan, run and broadcast a real collegiate tournament.

    A learning platform behind every lesson

    Faculty delivery guides, case studies and assessments support the classroom experience. Students can continue their learning through Squid Academy's LMS.

    Student using the Squid Academy learning platform
    Squid Academy's learning platform in use.

    Ready for your academic board and IT team

    Squid Academy is backed by documented policies covering privacy, security and academic quality, so approval moves quickly.

    Privacy-first data

    Policies aligned with UK & EU GDPR and FERPA, plus a Data Processing Addendum.

    Security you can review

    Access control, encryption, monitoring and a documented incident response process.

    Academic integrity

    Assessment integrity and internal quality assurance policies across every cohort.

    Independently validated quality

    Our curriculum holds the EAF Certificate of Quality. Squid Academy is a registered AQA Unit Award Scheme centre, and Business of Esports units are in development and submission.

    EAF evaluation: Excellent

    4.5 / 5

    Pedagogical Approach

    4.3 / 5

    Learning Goals

    4.2 / 5

    Learner Engagement

    4.5 / 5

    Credibility

    4.4 / 5

    Learning Design

    See accreditation details
    Education Alliance Finland Certificate of Quality

    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.

    Choose how you run it

    One price per course. Run it yourself, with our guidance, or as a tailored campus rollout.

    Lecturer teaching students in a university classroom

    Bring it into your classroom

    Your faculty teach the programme, with the level of guidance you choose.

    Students learning hands-on together at gaming computers

    Make room for hands-on learning

    Connect classroom concepts with practical teamwork and tournament production.

    Presyo bawat course, bawat classroom. Parehong presyo para sa bawat course.

    SELF-DELIVERED

    License

    Ang iyong team ang magtuturo, gamit ang buong kurikulum, case study library, at platform namin.

    $3,900/ course

    bawat classroom, hanggang 30 estudyante

    PARA KANINO

    Mga unibersidad na may lecturer para magturo mismo.

    • Buong kurikulum at Socratic case study library
    • Squid Academy LMS, assessments at reporting
    • Naka-record na industry lectures at delivery guides
    • Patakbuhin nang malaya, sa sariling bilis
    INIREREKOMENDALICENSE + PATNUBAY

    Guided

    Malapit kami habang natututo ang iyong team, at umaatras habang lumalago ang inyong kakayahan.

    $5,900/ course

    bawat classroom, hanggang 30 estudyante

    PARA KANINO

    Mga unibersidad na bago sa esports delivery.

    • Lahat ng nasa License
    • Naka-iskedyul na patnubay sa unti-unting bumababang dalas
    • Implementation at delivery planning
    • Isang itinalagang Squid Academy contact
    LICENSE + CERTIFIED STAFFING

    Custom

    Dinadala namin ang mga tao. Squid-certified lecturers at industry mentors, nagtuturo kasama ninyo.

    Sa pamamagitan ng consultation

    iniayon sa iyong mga layunin

    PARA KANINO

    Mga unibersidad na nais na kami ang mag-deliver kasama nila.

    • Lahat ng nasa Guided
    • Squid-certified lecturer na nakalagay sa inyong cohort
    • Real-world enrichment: industry brief, site visit, guest lecturers
    • Naka-configure sa inyong timetable, credits, at outcomes
    Ano ang Kasama
    FeatureLicenseGuidedCustom
    Kurikulum at platform
    Buong kurikulum, alinman sa tatlong course
    Socratic case study library
    Squid Academy LMS access
    Assessments at academic reporting
    Naka-record na industry lectures
    Delivery documentation
    Patnubay at pagpaplano
    Naka-iskedyul na patnubay (bumababang dalas)
    Implementation at delivery planning
    Itinalagang Squid Academy contact
    Staffing at enrichment
    Squid-certified lecturer sa inyong cohort
    Real-world enrichment (brief, site visit, guest lecturers)
    Naka-configure sa inyong timetable, credits, at outcomes

    Questions deans and faculty ask

    Do lecturers need esports experience?

    No. Every module includes delivery guides, recorded industry lectures and assessments. The Guided plan adds scheduled support from our team.

    Can it be credit-bearing?

    Yes. Universities run it as a credit-bearing module, an elective pathway or an extracurricular academy. We help you choose during the consultation.

    Do we have to run all three courses?

    No. Each course stands alone and is priced the same, so you can start with one and add more later.

    What do students need?

    Standard computers and internet access for the coursework. Tournament requirements depend on the games you choose.

    See how it would work at your university

    A 30-minute call with our team covering curriculum, delivery and pricing.

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