Admission Detail

Programme offered under an agreement with Rajiv Gandhi National Institute of Youth Development- an Institute of National Importance

The objective of this 3-year, 6-semester BBA programme will be to develop various skills required by students aiming to work in professional roles in the sports and esports industries. In sports, esports and online gaming, they will be given an overview of every aspect connected to these industries so that they are knowledgeable about the running of various businesses in these industries.  The 3-year programme will be delivered through classroom sessions, workshops, masterclasses by practicing professionals from the national and international sports and esports industries. Students will have an opportunity to work on live projects and complete capstone projects to learn different aspects of the business. The curriculum is aligned to meet the needs of the industry and provide students with the requisite training to be valuable to any stakeholder in the business of sports. On successful completion of this programme, the students will be job-ready and well-equipped to embark on a professional career in the large number of entities engaged in these businesses.

Overview of the Indian Sports and Esports Industries

The sports and esports industries in India are growing at a rapid pace. While the Indian Premier League (IPL) is the largest cricket league and one of the biggest sports leagues in the world, many more sports such as football, kabaddi, badminton, volleyball, motorsports, hockey, contact sports, golf, tennis are growing at a healthy pace, and the need for sports business professionals to manage companies and other entities is increasing. India’s sports media and sponsorship industry reached INR95 billion in FY2020 and is expected to reach INR150 billion by 2024, according to a Sporjo-FICCI report. The Indian sports and fitness goods market reached a value of INR134.70 billion in 2020 and is expected to grow at a CAGR of 8.6% during 2021-2026 to reach INR221 billion, according to a report by the IMARC Group.

 

Similarly, in esports, the tremendous growth of many new-age unicorn companies has opened multiple opportunities for professionals.  The online gaming market, including esports, reached INR43.8 billion in FY2018 and is expected to grow further at a CAGR of 22.1 per cent during FY18-2023, and reach INR118.8 billion, according to a KPMG-IFSG report. The number of gamers has increased multi-fold, and this has also led to similar growth in companies in the industry over the same period. Rapid growth in digital infrastructure, favourable demographics and rising disposable income, increase in the interest of international e-sports organisations in India, and the rise in investments in the sector are the major reasons for this growth. While the esports market is at a nascent stage now, it is expected to grow five-fold over the next few years, thereby resulting in a sizeable rise in the revenues of the entities within this sector.

 

Sports and esports are sunrise industries in India and the exponential growth trend expected in the future will ensure that sports management professionals will be in high demand. The world of sports and esports is a very dynamic one and the professionals employed in these industries need to keep abreast of developments on a continuous basis. Apart from the developments in these industries, it is also important to be aware of the overall social, economic, political, and technology-related factors affecting the industries. The growth is resulting in sports and esports becoming very viable career options. However, there is a lack of knowledgeable and skilled professionals to cater to the demand in these industries. The Whistling Woods International School of Sports & Esports Management is at the forefront of developing the right kind of management professionals who are in sync with the requirements of both these sectors and can hence carve a rich value-driven professional career in these vibrant industries.

Course Structure

The 3-year Bachelor of Business Administration in Sports & Esports Management has been designed to create job-ready management professionals for the Sports, Esports, and Online Gaming industries.

 

The course structure and summary are as follows:

 

General Education (GE) Courses

 

The GE courses will offer contextual studies to students, enabling them to understand and learn fundamental skills which are essential for any management professional. They will be introduced to courses such as Communication & Media Theories, Public Speaking and Conversation, Computer Skills, Media and Culture Studies, Design Essentials, Global Politics, Academic Writing & Citation. Knowledge about these courses will provide them with an overview of the socio-economic-political landscape which is important for them to get a clear understanding of the ecosystem in which they will be pursuing a professional career.

 

Management & Core (C) Courses

 

These courses will cover the areas of management that they need to be familiar with to successfully join and work in any sports or esports business. These include the Fundamentals of Management, Finance, Marketing, Human Resources, Strategy, Basics of Business Law. In sports, esports and online gaming, they will be given an overview of every aspect connected to these industries so that they are knowledgeable about the running of various businesses in these industries. The curriculum is aligned to meet the needs of the industry and provide students with the requisite training to be valuable to any stakeholder in the business of sports.

 

BBA – SPORTS & ESPORTS MANAGEMENT: Semester-wise Distribution of Credits
  GENERAL EDUCATION SUBJECTS CORE SUBJECTS SUMMARY
General Education (GE) Theory Hours

of

Study

General Education (GE) Practical Hours

of Study

Management

& Core (C)

Theory

Hours

of Study

Management

& Core

(C) Practical

Hours

of

Study

Total

Credit

Total

Hours

SEM 1 6 90 0 0 16 240 0 0 22 330
SEM 2 6 90 0 0 8 120 6 180 20 390
SEM 3 0 0 2 60 14 210 6 180 22 450
SEM 4 0 0 0 0 10 150 10 300 20 450
SEM 5 0 0 0 0 10 150 10 300 20 450
SEM 6 0 0 0 0 15 225 6 180 21 405
TOTAL COURSE CREDITS & HOURS: 125 2475
SEM Course Type Course Code Course Title Theory Credits Practical Credits Total Credits Total Hours Number of Lectures (3 hours each)
1
GE MCBE 1102 Introduction to Literature 2 0 2 30 10
GE EMBG1103 Computer Skills 2 0 2 30 10
GE MCBC 1101 Introduction to Communication & Media Theories 2 0 2 30 10
Management MCBG 1104 Fundamentals of Management 2 0 2 30 10
Management MCBC 1103 Principles of Economics 2 0 2 30 10
Management MCBE 1103 Psychology 2 0 2 30 10
Management EMBC 1101 Event Management Fundamentals 6 0 6 90 30
Core SPBC 1101 Global Sports Industry 2 0 2 30 10
Core SPBC 1102 Indian Sports Industry 2 0 2 30 10
TOTAL 22 0 22 330 110
2
GE MCBC 1204 Media and Culture Studies 2 0 2 30 10
GE MCBG 1209 Design Essentials 2 0 2 30 10
GE MCBG 1210 Introduction to Global Politics 2 0 2 30 10
Management MCBG 1204 Fundamentals of Marketing 2 0 2 30 10
Core SPBC 1201 Role of Governments in Sports Development 2 2 4 90 30
Core SPBC 1202 Indian Sports Ministry & NSFs: Role, Scope, Mandate 2 2 4 90 30
Core SPBC 1203 Indian Sports Industry: Business Areas 2 2 4 90 30
TOTAL 14 6 20 390 130
3
GE MCBE 2101 Academic Writing & Citation 0 2 2 60 20
Management MCBC 2105 Fundamentals of OB 2 0 2 30 10
Management MCBE 3102 Basics of Finance 2 0 2 30 10
Management MCBC 2106 Introduction to Research Methodology 2 4 6 150 50
Core SPBC 2102 Sports Events: International 2 0 2 30 10
Core SPBC 2103 Sports Events: National 2 0 2 30 10
Core SPBC 2104 Online Gaming Industry 4 2 6 120 40
TOTAL 14 8 22 450 150
SEM 4
Management MCBG 2203 HRM 2 0 2 30 10
Management MCBC 2205 Basics of Business Law 2 0 2 30 10
Core SPBC 2201 Corporate Engagement in Sports 0 2 2 60 20
Core SPBC 2202 Sports Media and Communication 2 2 4 90 30
Core SPBC 2203 Talent Scouting and Management 0 2 2 60 30
Core SPBC 2204 World of Esports – I 2 0 2 30 10
Core SPBC 2205 Fundamentals of Content Creation 2 2 4 90 30
Core SPBC 2206 Esports Content Creation 0 2 2 60 20
TOTAL 10 10 20 450 160
5
Core SPBC 3101 Sports Marketing 2 0 2 30 10
Core SPBC 3102 Sports Management Companies 2 0 2 30 10
Core SPBC 3103 World of Esports – II 0 2 2 60 20
Core SPBC 3104 Sports Facility Management 0 2 2 60 20
Core SPBC 3105 Training and Fitness Industry 2 0 2 30 10
Core SPBC 3106 Sportswear and Apparel Business 2 0 2 30 10
Core SPBC 3107 Licensing & Merchandising 2 2 4 90 30
Core SPBC 3108 Capstone Project – I 0 4 4 120 40
TOTAL 10 10 20 450 150
6
Management MCBC 3204 Digital Marketing 0 2 2 60 30
Management MCBC 3205 Entrepreneurial Business Models 2 0 2 30 30
Core SPBC 3201 Sports Broadcast Industry 3 0 3 45 15
Core SPBC 3202 Sports Leagues 2 0 2 30 10
Core SPBC 3203 Sports Tourism 2 0 2 30 10
Core SPBC 3204 Sports Technology 2 0 2 30 10
Core SPBC 3205 New-age Sports Entities 2 0 2 30 10
Core SPBC 3206 Sports Law 2 0 2 30 10
Core SPBC 3207 Capstone Project – II 0 4 4 120 40
TOTAL 15 6 21 405 165