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Esports Production, BSc (Hons)

Nottingham Trent University, United Kingdom

 
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Subject ranking

Journalism
UK / Guardian 2025
21st
Communication and Media Studies
UK / Times 2025
23rd
Communication and Media Studies
UK / CUG 2024
32nd

Costs

Course feesS$28K / year
Entertainment, books
food & rent
S$17K / year
Beer S$7
MacDonalds S$10
Cinema S$17
Coffee S$5
TotalS$45K / year

Entry requirements

A Level BCC
Diploma 2.6
International Baccalaureate 31

Scholarships

NTU Excellence Scholarships
Up to 50% for tuition
Limited quantity
NTU International Scholarships
£3000 for tuition
Limited quantity
British Chevening Scholarships
100% for tuition and living expenses
Limited quantity

Information

Course
Code
I600
Upcoming
Intakes
Sep 2025
Course
Website (External)
Pathway
Programmes
See pathways
University
Information
WHATSAPP
+65 9650 3225
HOTLINE
+65 6333 1300

Duration

3 years
Graduate
2028
About the course

Course summary

This course is currently taught by Confetti, but from September 2025 will be taught by the Nottingham School of Art & Design (NSA&D). Course content and learning outcomes will not changeEsports isn’t just about gaming. It’s a global industry worth $1.1billion, and it’s growing at a rapid rate.It’s now the fourth largest form of sport in the world and is leading the way in live events production, broadcasting and streaming, and content creation. The industry is made up of professional players, games publishers, event specialists, broadcast/streaming providers like Twitch and Youtube, and global sponsors and technology providers.At Confetti, you’ll learn all about the esports industry as a global business, studying the principles of esports games, allowing you to explore the world of competitive gaming. You’ll learn what makes a successful esports game. At the centre of your learning will be production and technology; you’ll develop your ability to understand and apply the technologies associated with putting on an esports event.Unlike other universities, we’re specialists in creative technologies and have over 25 years of expertise in games, media and music. That means we’re in a unique position to draw upon our existing teaching expertise and industry contacts across gaming, technical events, production technology and broadcasting, and creative entrepreneurship to enhance your learning experience. We also run our own commercial businesses, including Confetti X (a purpose-built esports and virtual production venue), which means you'll learn and work alongside experts from the industry in a professional setting.

Modules

Here's an overview of the modules in Year 1.Global Esports Industry (40 credits)Esports is now one of the most significant sectors within the global games industry. The growth of this market sector has led to new business opportunities, emerging technologies and social trends. This module introduces you to the technological, business-focussed and social factors that are related to the development of esports through academic research and analysis. This knowledge and understanding is vitally important for the development of new business concepts, products or services related to esports.Principles of Esports Games (40 credits)Esports has grown ten-fold in just over five years to a staggering global business. The games themselves have engaged players and viewers alike with developers and publishers always searching for the next big, competitive product. This module focuses on the mechanics and conventions of competitive games design, allowing you to conceptualise your own ideas in relation to competitive esports games. This knowledge and understanding of how games mechanically work and why we play them is essential to game design, and will support the conceptualisation of/within your own game portfolio.Production and Technology (40 credits)Being able to understand the importance of technology in esports broadcasting is essential for those working in the esports events industry. This module will allow you to explore the technical theory involved in broadcast technology for esports, whilst developing your practical skills working with equipment.


What you will learn

Here's an overview of the modules in Year 1. Global Esports Industry (40 credits) Esports is now one of the most significant sectors within the global games industry. The growth of this market sector has led to new business opportunities, emerging technologies and social trends. This module introduces you to the technological, business-focussed and social factors that are related to the development of esports through academic research and analysis. This knowledge and understanding is vitally important for the development of new business concepts, products or services related to esports. Principles of Esports Games (40 credits) Esports has grown ten-fold in just over five years to a staggering global business. The games themselves have engaged players and viewers alike with developers and publishers always searching for the next big, competitive product. This module focuses on the mechanics and conventions of competitive games design, allowing you to conceptualise your own ideas in relation to competitive esports games. This knowledge and understanding of how games mechanically work and why we play them is essential to game design, and will support the conceptualisation of/within your own game portfolio. Production and Technology (40 credits) Being able to understand the importance of technology in esports broadcasting is essential for those working in the esports events industry. This module will allow you to explore the technical theory involved in broadcast technology for esports, whilst developing your practical skills working with equipment.

A local representative of Nottingham Trent University in Singapore is available online to assist you with enquiries about this course.