The Temple University Japan (TUJ) Esports Program provides students with a variety of opportunities to compete, learn, and connect through gaming. Our community-led competitive teams continue to represent TUJ in friendly matches and informal competitions against other universities, offering players the chance to develop teamwork, strategy, and experience in a supportive environment. Our academic Esports Certificate Program allows students to study the business, marketing, and management side of esports, providing a well-rounded education for those interested in entering this rapidly growing industry. At the center of our gaming culture is TUJ Sync, a student-run organization that brings together both traditional gaming interests and esports competition, fostering collaboration and shared passion across the gaming spectrum. TUJ Sync hosts regular events, viewing parties, and meetups, creating an inclusive space for gamers of all skill levels to connect, compete, and build community. Whether you want to take part in university competitions, explore the esports industry, or simply connect with fellow gamers, TUJ Esports has something for you. Join our community today and experience the full range of gaming at TUJ!
The rapidly evolving esports landscape is about much more than just quick reflexes as it sits at the intersection of global business, cutting-edge media production, event management, and international law. At Temple University, Japan Campus, our curriculum bridges the gap between digital play and high-stakes corporate enterprise.
Our instructional team brings a powerful combination of academic rigor and firsthand industry experience directly into the classroom. From advising global gaming brands to pioneering international tournament frameworks, our instructors provide the real-world toolkits needed to navigate and build careers in this multi-billion dollar market.
Brandon Berg
SRM 3235 Esports Social Media Management and Fan Engagement
SRM 3235 Esports Social Media Management and Fan Engagement
This course is designed to give students a foundation on the various digital media platforms, fan engagement strategies, and content production and management practices relevant to esports organizations and consumers. The skills learned in this course will enable students to create and develop relevant esports social media engagement strategies and related content creation and management strategies to engage esports consumers and optimize for each social media platform. This course contains an overview of (1) esports and esports digital media management and consumer engagement; (2) esports fan engagement strategy and planning; (3) esports content management: image and video creation and management; (4) esports gaming content distribution platforms and fan engagement strategies: Twitch and YouTube Gaming; (5) esports communication and online community platforms and fan engagement strategies: Discord and Twitter(X); (6) customizing content for platforms and social media sharing sites: Instagram, Snap Chat, and Twitter (X); and (7) measuring social media engagement.
Brandon Berg, Ph.D., is a higher education leader, technology strategist, and project management and esports educator, currently serving as the Vice President of Operations and Information Technology at Community College of Beaver County (CCBC). With extensive experience in Operations and IT management, strategic planning, and student engagement, he has been instrumental in modernizing CCBC’s technology infrastructure and leading initiatives that enhance enrollment, retention, and student success. His work includes overseeing a $2.5 million federally funded IT transformation, construction of a $16 million aviation science center in conjunction with the Beaver Airport Authority, and developing innovative learning models, such as Titan Flex, to expand online and hybrid education.
Beyond his leadership in operations and IT, Brandon is a passionate advocate for esports in academia. As an Adjunct Faculty member at Temple University Japan, he teaches social media and fan engagement for esports, helping students navigate the intersection of competitive gaming, digital marketing, and audience growth. At CCBC, he established and coached the college’s collegiate esports program, leveraging gaming as a tool for recruitment, community building, and student development. His work in esports underscores his commitment to integrating emerging industries into higher education, preparing students for dynamic career opportunities in gaming, technology, and digital engagement.
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Chad Bruttomesso
SRM 3236 Esports Revenue Production
SRM 3236 Esports Revenue Production
This course is an introduction to the nature, scope, and significance of the esports industry. In this course we will examine vital components of the esports ecosystem including key publishers, titles, teams, platforms, technology, and revenue sources. In addition, students will learn a variety of topics relevant to the business of esports, including esports consumers, professional and collegiate esports, legal and ethical concerns, as well as careers and future directions in the industry. The goal of this course is to give students a better understanding of the overall Esports ecosystem, its trends, drivers of change, key stakeholders, and monetization.
Chad Bruttomesso has built his career at the intersection of gaming, product strategy, and business operations, with a focus on how great player experiences translate into sustainable, scalable revenue. At Blizzard Entertainment, he worked on globally recognized franchises, where he developed a deep understanding of live-service models, player engagement loops, and how monetization systems—from expansions to in-game economies—are designed to both support the business and respect the player experience.
Later he expanded that skill set at Riot Games, where he operated in a highly competitive, esports-driven environment centered on community and long-term ecosystem growth. There, he gained hands-on experience with the business side of esports. Across both companies, he worked cross-functionally with product, finance, marketing, and esports teams to analyze performance, drive strategy, and make data-informed decisions.
In addition Chad has worked in leadership positions in global roles focused in the technology industry. He is also a 2008 TUJ MBA graduate.
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Johnathan McCaskill
SRM 3234 Esports: Legal & Ethical Challenges
SRM 3234 Esports: Legal & Ethical Challenges
This course is an introduction to the legal and ethical challenges of the esports industry. In this course, we will examine legal issues related to intellectual property, governance and regulatory frameworks, negotiating player contracts, and investment strategies. In addition, the course will explore ethical issues relevant to the business of esports, including legalized gambling, violence in video games, sexual discrimination, gaming addiction, and cheating. The goal of the course is to expose students to legal and ethical issues faced by those who operate in the esports industry and how to anticipate and address issues that present themselves in practice. The course will emphasize classroom participation.
Professor Mack is a US-qualified lawyer with over 20 years of international legal experience with organizations like the United Nations and the International Commission on Missing Persons, international prosecutions offices and international development organizations. He also has experience as the Head of Legal for a software startup and as a private practice attorney specializing in international transactions and maritime law.
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Ken Inagaki
SRM 3233 Esports Management and Industry Trends
SRM 3233 Esports Management and Industry Trends
Ken Inagaki is a gaming executive with over 25 years of experience leading game teams and global initiatives.
During his 17-year tenure at Sony Interactive Entertainment, Inagaki served as Executive Producer and Studio Director, overseeing the development and operations for titles including Helldivers 2, Gran Turismo 7, Death Stranding, and Days Gone.
Prior to his career in gaming, Inagaki spent a decade managing operations for Olympic Organizing Committees (Nagano, Salt Lake City, Athens) and the International Ice Hockey Federation.
Inagaki specializes in bridging global teams to drive innovation in gaming and services.
He holds a BA from York University, EMBA from Quantic Business School and studied Product Development at Harvard Business School.
He is a patent-holding inventor and a member of the Producers Guild of America.
Exciting advancements are unfolding in the sphere of esports at Temple University, Japan Campus (TUJ). The university has recently established a strategic partnership with the Asian Electronic Sports Federation (AESF), encompassing collaborative efforts in both competition and education.