Videogaming and Esports Studies Minor

This interdisciplinary minor prepares students to engage in the gaming and esports industries by providing a broad understanding of videogames and esports. This robust suite of courses highlights the diverse expertise UNCG provides students looking to level-up their education and training. With skills gained from both critical reflection and hands on experience, the minor places students at the forefront of the rapidly changing world of gaming.

Electives are offered in a diverse range of departments, including Art, Classical Studies, Communication Studies, Community and Therapeutic Recreation, English, Information and Analytics, Media Studies, Music, and Religious Studies.

  • Level:


  • Credential Type:


  • Credit Hours:


  • Degree/Credential Designation:

    Bachelor of Arts

  • Overall Requirements:

    5 courses (15 credit hours) comprised of 1 required core course and 4 electives; courses may be taken in any order

  • Campus(es) of Delivery:

    On Campus

  • Major/Minor/Concentration Name:

    Videogaming and Esports Studies Undergraduate Minor

Interested in changing your major?

Core Requirements:

  • REL 230: Introduction to the Cultural Study of Videogaming

    This course analyzes video gaming and esports cultures and values, as well as how they interact with
    society in general. This course teaches students the history, methodology, and theoretical approaches to
    videogaming and esports from various fields and disciplines.

Visit the Network for the Cultural Study of Videogaming for more information.


  • ART 398: Intro to Digital Modeling

    Introduction to basic concepts and techniques of three-dimensional modeling within a digital environment.

  • ART 399: Intro to 3D Animation

    Introduction to basic concepts and techniques of three-dimensional animation within a digital environment.

  • CCI 108: Playing Games and the Ancient World

    An exploration of games and video games from and about Ancient Greece, Rome, and the Near East, and what those games tell us about peoples, the things they value, and the way they see their world.

  • CTR 101: Leisure and American Lifestyle

    Examination of personal, philosophical, socio-cultural, economic, behavioral, and historical dimensions of leisure; evolution of leisure lifestyles; exploration of the interrelationship between individuals, groups, and society in the context of leisure.

  • CTR 214: Inclusive Recreation

    Awareness of and sensitivity to the needs of people with disabilities and other disenfranchised individuals with regard to planning, delivering, and evaluating recreation/leisure services in the community.

  • CTR 429: Special Event Management

    Study of elements necessary to manage and operate an event business; emphasis on development and presentation of event proposals, customer service, fee structures, event design, risk management, and legal issues.

  • ENG 227: Multimodal Storytelling

    In this course, students will examine how traditional elements of storytelling—such as character development, theme, world-building, and plot—can be augmented with interactive and/or multisensory narrative techniques. Students will develop their own multimodal projects, which may include graphic stories, audio stories, podcast and videogame scripts, and hypertext writing.

  • ENG 237: Monsters & Heroes: Race and Gender in Video Games and Literature

    In this course, students will interrogate and compare constructions of “monsters” and “heroes” in video games and literature through the application of critical theories of race, gender, and sexuality.

  • IST 213: Games and Information: Play, Design, and Collection

    This course introduces students to fundamental social science concepts and approaches through the lens of games. The course covers what makes games learnable, the information practices and techniques involved in game design and play, and various strategies for preserving games by cultural heritage institutions.

  • MST 388: Video Sports Production

    This course integrates the application of video production techniques and digital storytelling fundamentals to sports media, including eSports/ESL. In addition, the course critically analyzes the conceptual frames and themes of sport media “texts” as well as how they impact and are impacted by beliefs about gender, race, and culture.

  • MST 428: Topics in Electronic Media

    Study of selected topics in fictive or non-fictive programming for the electronic media including genres, delivery systems, or other emphasis.

  • MUP 220: Making Music with Computers

    Hands-on introduction to using computers to create music. Topics include sequencing, editing, sampling, and looping. Software includes Garage Band, Logic Express, Reason, and Audacity.

  • REL 109: Religion and Contemporary Society

    This course introduces critical issues in and approaches to religion and popular culture from around the world. Examining a series of case studies drawn from film, television, popular music, video games, and consumer culture, it considers what counts as religion and how people use spirituality in their daily lives.

  • REL 245: Video Games and The Problem of Evil

    Using a wide range of topics, analytical theories and methods, as well as ethical perspectives, the course introduces students to the concept of evil, digital media, networked society and consumer culture through the critical interpretation of video gaming.

  • REL 247: Fandom and Religion: Rituals, Texts, Communities

    Drawing on conceptual frameworks and case studies, students in this course will examine parallels between religion and fandom to identify and explore how fandoms may resemble, constitute or replace religion in contemporary life.

  • REL 375: Religion and Popular Culture

    This course examines the relationship between religion and popular culture. We will read foundational texts in the field of religious studies, explore academic writings on the intersections of religion and popular culture, and watch, listen, discuss, and critically analyze television, film, music, sports, celebrity, and other popular cultural movements.

  • REL 380: Game Over: Videogaming and Death

    Death has always been a part of videogames: a way of dividing up playtime, effort, and accomplishment. Through a combination of reading about and playing games this course offers a hands-on approach to studying videogaming as an academic pursuit and what that can teach us about death and dying.

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