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Esports

Course details
  • HND
  • 2 Years
  • Full-time
  • 14 September 2026
  • Undergraduate
Course location
University Campus Doncaster
Awarded by:
Pearson Education Ltd

Course summary

Embark on a dynamic journey into one of the world’s fastest-growing industries. Developed by Pearson in collaboration with the British Esports Federation, this undergraduate-level qualification is designed to bridge the gap between passion and a professional career.

Whether you are looking to manage global tournaments, lead high-performance teams, or produce world-class digital content, this programme provides the technical expertise and employability skills needed to thrive in the global marketplace.

Why Choose This Course?

• Student-Centred Learning: The curriculum uses a flexible, unit-based structure that focuses on practical and applied skills.

• Industry Standards: The course represents the latest professional standards, offering opportunities to work on group projects and vocational activities.

• Employability Focus: You will develop core competencies in areas such as problem-solving, leadership, and commercial awareness of the esports sector.

Depending on your focus the qualification can lead to a variety of roles across the sector:

• Operations & Events: Tournament Coordinator, Event Manager, or Tournament Administrator.

• Production & Media: Media Production Coordinator, Broadcast Producer, or Content Creator.

• Team & Athlete Support: Coaching Professional, Team Manager, Analyst, or Team Logistics Manager.

• Business & Marketing: Social Media/Community Executive, Marketing Manager, or Esports Partnership Manager

You will also have a Level 5 qualification on completion of the course which will allow you to apply for a top-up Programme.

We offer a top up in Game Development internally which you may wish to progress on to.

Modules

This course includes the following core modules that all students complete:

The Level 4 units lay the foundations of learning by providing a broad introduction to the esports industry. These units develop core skills while preparing students for the technical and personal responsibilities required in the workplace.

• Unit 401: Esports Ecosystem – A comprehensive look at the professional landscape and how the industry functions.

• Unit 402: Skills and Tactics Analysis – Developing the ability to evaluate high-level performance and gameplay strategies.

• Unit 403: Event Planning and Delivery – Gaining practical experience in the planning and execution of live esports events.

• Unit 404: Planning an Esports Project – A Pearson-set unit designed to develop critical project management and thinking skills.
• Unit 408: Audio-Visual Production – Focusing on the technical skills needed to produce high-quality media content for the sector.

• Unit 409: Streaming and Broadcasting – Learning the fundamentals of live broadcast technology and digital distribution.

• Unit 412: Wellbeing, Lifestyle and Health – Understanding the physical and mental health requirements for athletes and professionals in the field.

• Unit 415: Game Design Philosophy – Exploring the core concepts and mechanics that drive successful game development and player engagement.

In Year 2, the curriculum shifts toward managerial and professional-level expertise. Students will deepen their understanding of esports principles and learn to apply them effectively across complex, real-world scenarios.

The following core modules are completed by all Level 5 students:

• Unit 501: Professional Development – Focusing on the high-level skills, qualities, and professional behaviours required for career success and personal management in the industry.

• Unit 502: Esports Research Project – A Pearson-set unit where students conduct independent research into a specialized area of interest within the esports sector.

• Unit 505: Social Media Management – Learning to build and manage digital communities, handle online brand presence, and navigate social landscapes.

• Unit 506: Content Creation – Developing advanced techniques for producing engaging digital media tailored specifically for esports audiences.

• Unit 508: Creative Direction and Narratives – Exploring the storytelling side of esports, from branding team identities to directing the creative flow of broadcasts and events.

• Unit 509: Team and Player Psychology – Diving into the mental side of performance, including motivation, stress management, and the psychological dynamics of competitive teams
.
• Unit 513: Game Analytics and Statistical Insights – Using data to drive decision-making, analysing player performance metrics, and extracting meaningful insights from gameplay data.

Occasional changes to modules and course content may take place. Students will be notified when applicable.

Assessment method

The primary way of delivering this programme is through a campus-based, in-person experience designed to mirror the professional esports environment. Our approach combines high-level technical instruction with hands-on vocational practice to ensure you are industry ready.

We believe that the best way to learn esports is to be part of the community. Your education will consist of:

• On-Campus Lectures and Tutorials: Core theoretical foundations are delivered in person, allowing for immediate feedback and collaboration with tutors and peers.

• Supervised Technical Workshops: Hands-on sessions in our production and gaming hubs to master streaming, audio-visual production, and gameplay analysis.

• Blended Learning Content: Outside of scheduled classes, you will engage with digital resources including industry podcasts and directed research tasks to prepare you for upcoming sessions.

How to apply

Apply by
14 January

This is the deadline for applications to be completed and sent for this course. If the university or college still has places available you can apply after this date, but your application is not guaranteed to be considered.

Application codes

Course code:
P224
Institution code:
N64
Campus name:
University Campus Doncaster
Campus Code:
D

Points of entry

The following entry points are available for this course:

  • Year 1

International applicants

This course is not accepting International applicants who need a Student Visa

Entry requirements

UCAS Tariff
48 points

We are committed to creating educational opportunities for people from a variety of backgrounds and situations. If you have been out of formal education for some time, and/or you do not have the qualifications stated, we might still be able to consider your application and offer you a range of support. We are here to help. Please get in touch to find out more

Find out more about qualification requirements for this course.

Historical entry grades data

This section shows the range of grades that students who received offers were previously accepted on to this course with (learn more).

It is designed to support your research but does not guarantee whether you will or won't get a place.

Admissions teams consider various factors, including interviews, subject requirements, and entrance tests. Check all course entry requirements for eligibility.

Not enough data available

We are unable to show previous accepted grades for this course. This could be because the course is new, it's a postgraduate course, there isn't enough historical data, or the provider has opted out of sharing their entry grades data for this course - learn more.

Fees and funding

Tuition fees

Per year tuition fees

LocationFeeYear

Tuition fee status depends on a number of criteria and varies according to where in the UK you will study. For further guidance on the criteria for home or overseas tuition fees, please refer to the UKCISA website.

Additional fee information

Your Tuition fees cover most costs associated with your course (including registration, tuition, and assessment).

While we have high spec PCs on Campus you may wish to invest in a Gaming PC if you don’t already have one.

There may be some extra costs that you might need to make, or choose to pay, for example:
• Books (you’ll have access to books from your module reading lists in the HE library, but you may wish to buy your own copies)
• Printing and photocopying
• Trips and enhancement opportunities

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