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Intro to the Business of Scholastic Esports

In this stand-alone course, students will learn how the scholastic esports industry operates, why colleges are investing in esports, and what career opportunities colleges are looking to prepare students for.
Class

What's included

1 live meeting
50 mins in-class hours

Class Experience

In the course Intro to the Business of Scholastic Esports, students will learn about the impact of esports on college and high school campuses across the United States. Students will learn about the internal process a college goes through as it prepares to provide an esports program on campus and how third-party businesses interact with campuses, publishers, and the student population to create opportunities for competition.  
The course will consist of an introduction, a brief discussion on the experiences of attending students in gaming so far, and a round table discussion on why schools might be interested in esports, followed by a lecture on the process and how these systems operate. Post-lecture, students will have the opportunity to share their thoughts and ask questions.
 
I center my teaching style around grounding students' understanding of the topic from their perspective, then from that of the school, and finally merging those perspectives so students can understand these processes from both the student and the educator's perspective. I have been on both sides of this discussion; firstly, as a gamer in college and now as an industry professional working closely with educational institutions.
Students will participate in a round table discussion, have a chance to share their perspectives both before and after a lecture, and ask questions. There may be some brief video clips and slides showcasing gaming spaces on college campuses and how they operate as part of the larger campus.
Learning Goals
Students will learn about the various factors that schools consider during the implementation of an esports program. This including budgeting, operations planning, campus operations impact, and student recruitment considerations. Students will also learn about the other factors, such as publisher rights and third-party operators, and how they impact and interact with the scholastic community.
learning goal

Other Details

External Resources
Learners will not need to use any apps or websites beyond the standard Outschool tools.
Joined August, 2022
Profile
Teacher expertise and credentials
I have experience designing, implementing and training students and faculty members in scholastic esports business models at the high school and college level. I built the esports program at Assumption University, SPIRE Academy, and have advised multiple other schools and organizations. I am currently the Director of Esports at Merrimack College and teach esports as an Adjunct at Dean College.

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Live One-Time Class
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$15

per class
Meets once
50 min

Completed by 1 learner
Live video meetings
Ages: 14-18
6-12 learners per class

This class is no longer offered
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