3 courses with the subject ESM, each shown exactly as we captured it from the college's catalog, with every element we hold. Where the wording looks broken, that is our reading of the catalog, not the college's text.
ESM 110Introduction to Esports Management4
Introduction to Esports Management starts with an introduction to the history of competitive gaming and continues with an exploration of its emerging ecosystem. Students will learn the complexities involved in understanding the dynamics of the Esports industry and all of its stakeholders from gamers to billion-dollar media companies. Students will learn to navigate the structure of Esports leagues, teams, players, gaming publishers, tournament operators, media and affiliate organizations. The course involves an experiential learning component that will allow students firsthand experience in analyzing the marketplace and helping Esports companies with various Esports related tasks.
ESM 210Convention, Events, and Trade Show Planning4
One of the major ways in which games are marketed to consumers is the convention. Shows like the Tokyo Game Show, PAX, and E3 attract audiences ranging from 60,000 - 300,000 and serve as one of the best opportunities for game studios to generate excitement and favorable word-of-mouth for upcoming projects. Successfully executing a company presentation at one of these shows requires a working understanding of budgeting, goal setting, demo creation, logistics, staffing, merchandising, and ROI elevation, all topics covered in this course.
The role of a publisher in the games industry is to ensure that a game can get in front of its audience successfully. To do that, a publisher must consider a variety of distribution strategies and channels. This course explains the role of the publisher in game distribution and details the various channels by which a game can be distributed. 112 | 2026-27 William Peace University Academic Catalog