Esports
Electronic sports, or competitive video gaming, is an extracurricular activity in K-12 and higher education with organized competitions at regional, state, national and international levels. It involves software and hardware devices and varying degrees of technical skill, and in some schools is combined with STEM curricula.
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The American Public University System’s online bachelor’s degree in esports earned the first official recognition for an esports management program from the Commission on Sport Management Accreditation.
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A new esports lab at Long Beach City College includes 27 Alienware gaming stations, with a teaching station for an instructor or coach to interact with students, and an optimized lighting system to reduce visual fatigue.
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In the face of rising absenteeism and discipline issues, some schools have found esports can motivate students academically, provide sportsmanship training and give them a more positive outlook on education.
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Driven by student interest and funded through student fees and philanthropy, a new esports facility with 25 new gaming computers is open for both competitive and recreational gaming.
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Built to meet growing student interest in esports, the university's new 4,000-square-foot facility includes 36 gaming PCs, Playstation 5s and Nintendo Switches, as well as a broadcast and media content-creation room.
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The Pennsylvania Interscholastic Esports Association that began five years ago now counts more than 150 middle schools and high schools as members, and it recruits students for esports-related scholarships.
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Global esports organization Gen.G purchased an analytics company specific to the League of Legends game and will use the technology to develop student prospects in its academy program.
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A new 1,600-square-foot sports arena with high-tech computers will accommodate the university's growing esports program, which is slated to transition into a full varsity program in the fall.
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The Network of Academic and Scholastic Esports Federations has 3,500 clubs across 50 U.S. states, with members in 70 countries. Some colleges provide scholarships so students can play while majoring in STEM subjects.
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PlayVS is the official platform of North Carolina's Varsity Esports and STEM League, organized by the STEM education and esports company Stiegler EdTech to incorporate educational competitions into the esports calendar.
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Just over a year since the launch of Atlanta’s new Office of Technology and Innovation, city tech leaders reflect on the role of the office in the city's work to build a broader technology ecosystem.
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The Orangeburg County School District in South Carolina unveiled the new Esports lab at its Career and Technology Center last week, a classroom space that has been renovated to include 21 gaming stations.
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As in many other states, esports are increasingly popular at Missouri high schools and colleges, and they represent an opportunity for participants to learn teamwork and build confidence and social skills.
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A public community college in Ohio will establish a competitive video-gaming team this fall, to be coached by a student who is studying cybersecurity. Esports have been gaining popularity throughout the state.
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The iMerge Community Center in Alton is working with the K-12 computer science curriculum provider Mastery Coding on two-week summer camps that focus on coding for game development.
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A private university in Pennsylvania will host gaming experts and members of the public next week as it prepares construction of a gaming center this spring and the launch of its competitive esports program this fall.
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Illini Esports, a student-run club featuring several competitive video gaming teams, will host its first-ever invitational tournament this weekend with nearly 300 competitors from five states.
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A private college in Ohio is giving students the option to minor in esports management after an introductory course saw heavy demand, and as the industry reports more than $1.5 billion in annual revenue.
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The first school district in Washington state with its own virtual reality headsets is using them to boost student engagement, offer new outlets for activity and complement lessons in game and software design.
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With an estimated global market value over $1.38 billion, the esports industry continues gaining popularity in Ohio, where grassroots organizations have been creating competitions at high school and collegiate levels.
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Advocates for esports and drone racing have appealed to the University Interscholastic League to officially sanction those activities at Texas high schools, which would help with the creation of rules and programs.
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