
White Paper Riding the Tidal Wave of Esports in Schools How to launch a successful Esports program If you haven’t started an Esports program at your school or college, it’s time to step up to the plate. Esports, or competitive online video gaming, is experiencing rapid growth in awareness, participation, and revenue. In 2016, seven colleges had Esports teams; today, more than 130 colleges have Esports programs. Nine states recognize video gaming as a varsity sport: Alabama, Connecticut, Georgia, Kentucky, Massachusetts, Mississippi, Rhode Island, Texas, and Virginia. And that number is expected to increase. Higher-ed leaders are discovering that Esports programs positively impact everything from student engagement to academic achievement to alumni contributions, and early adopters in K-12 have found that Esports programs build a strong sense of community and create new pathways for college and career success. Generation Z (kids born in the mid-1990s to the early 2000s) are the true Internet generation. Engaging in online activities and games is as natural to them as tossing a baseball in the backyard. 73 percent of these Generation Z kids have video game consoles, according to Nielsen. They spend hours honing their skills as they play Fortnite and League of Legends—games with a rich social component that are leagues beyond the likes of Frogger and Pac-Man. Just as viewers of traditional sports are dedicated to their favorite players and teams, the fan base for Esports is large and highly engaged. When kids aren’t playing games themselves, they are spectators, gleaning new WWW.EXTREMENETWORKS.COM 1 skills and thrilling in the excitement as they watch elite global players such as Tyler “Ninja” Blevins, Kuro Takhasomi, and Sumail Hassan compete in high-stakes tournaments. All of this has contributed to the huge popularity of Esports. And there is money in this game. According to the National Association of Collegiate Esports, 130 colleges now offer Esports scholarships, to the tune of $16 million being given away annually. Not only can students who excel on a high school Esports team gain a competitive advantage when applying to college, but they are also poised to enter an exploding industry. Investors and entrepreneurs such as Mark Ein are betting big on Esports; in 2018, Ein sank between $35 and $60 million into The Overwatch League, an Esports franchise. The highest-earning professional Esports team, Team Liquid, has brought in more than $24 million in prize money. The industry provides careers beyond those just for gamers, too. Marketers, broadcasters, and account managers who all help fuel the Esports sector will continue to be in high demand as today’s students graduate. Defining Esports Esports are similar to traditional sports, but with one major difference: the games are video games. Just as with the football or volleyball team, Esports programs require tryouts, daily practice sessions, team captains, and solid academic standing. Teamwork and strategy are essential to success. Students must learn all the same skills as they would on the athletic field: time management, how to balance academics and gaming, good sportsmanship, and how to cooperate to advance the team’s goals. And the games do require a level of physical prowess, albeit not the same type as would be needed by a basketball or hockey player: Students’ eyes and hands are engaged constantly in a high-speed, precise dance of coordination that might rival the skills of the best airline pilot. During competitions, six- to eight-player teams face off in the same game. Fans can watch the gamers live or via streaming services. The leading streaming service is Twitch, a social video service and community in which tens of millions of viewers interact around live and on-demand gaming content. An Esports match can last about two hours, although this may vary depending on the game. The most popular games in 2019 Esports include Overwatch, Dota 2, and FIFA. These games range from the more traditional—a virtual soccer match—to multiplayer online battle arenas with fantasy elements such as Dota 2’s “Ancient,” a fortified structure in enemy territory that teams seek to destroy. At the high school level, you do need to ensure that any game you choose has an age-appropriate rating: E, E10+, and Teen (13+) are all fair game. Many high schools choose to avoid the so-called FPS (first-person shooter) games or anything with realistic violence. You don’t typically see those games played at the collegiate level, and a large part of Esports is about helping students develop collaboration and communication skills. WWW.EXTREMENETWORKS.COM 2 Just as in athletics, student teams often have many components. “I have online streamers, game analysts, a student who handles tech support, and students who handle marketing, graphics, and promotion,” says Kyle Berger, chief technology officer (CTO) of Grapevine Colleyville Independent School District in Grapevine, Texas. “The athletes are only one part of the program.” The Benefits of Esports What are the Greatest Benefits of Your Esports Program? Esports programs provide a myriad of benefits for schools, including improving student engagement and retention, developing new courses and career opportunities, preparing students for future careers, and helping students develop soft skills. In addition, colleges with robust Esports programs are finding it easier to entice students who are Esports enthusiasts. Randy Sieminski, director of athletics, recreation, and intramurals for SUNY Canton—home to the first varsity Esports squad in New York—says that his college’s Esports students have a greater affinity toward the college. “Similar to student-athletes or students in any group or club, our Esports students have higher GPAs and retention rates.” Colleges can strengthen the connection and improve relationships with online students by including them in Esports programs, which also boosts retention. On the academic side, Esports can lead to new programs and majors, along with helping students improve their soft skills. SUNY Canton now offers degrees in game design and development, technological communication, cybersecurity, and graphics and multimedia. For colleges that broadcast and record Esports matches, students can do commentating and prepare for a future in broadcasting. Being on an Esports teams improves communication, teamwork, sportsmanship, leadership, and conflict-resolution skills. “We have employers who are seeking students who can strategize and are resilient,” says Molly Mott, dean of academic support services and instructional technologies at SUNY Canton. “Esports helps a lot with these skills.” WWW.EXTREMENETWORKS.COM 3 Esports has an added benefit of drawing out kids who might be inclined toward social isolation. Instead of gaming away in solitary confinement in their basements, these students can be welcomed into a community and become part of a team. Students who may not have felt comfortable joining the glee club or chess team now have a place to go, which boosts their confidence and builds friendships. “Students game in isolation in residence halls. Esports brings them out of isolation and into a community with a coach and peers,” says SUNY Canton’s Mott. Perhaps most important, Esports are inclusive. Unlike with traditional sports, Esports students are not defined by their physical attributes or appearance. Males and females can effectively compete on the same virtual playing fields, and students with disabilities that might prevent them from engaging in traditional sports can be superstars at their game. How to Kick Off an Esports Program Launching an Esports program requires a few key elements: • A teacher/faculty member or administrator who is willing to be a champion and/or coach for the program • Recruitment of students • A space for the gamers to practice and play • Potential infrastructure enhancements, including network upgrades, gaming PCs, and additional bandwidth • Choosing a game The easiest part of starting an Esports program is recruiting students. Colleges say that as soon as they announce a program, students come running. The biggest challenges tend to be meeting the demand and finding enough staffers to serve as coaches. The same is true of high schools. Two years ago, when an assistant principal at a high school in Arlington, Virginia set up an organizational meeting for an Esports club, he figured he’d see a dozen kids or so. Imagine his surprise when more than 60 students turned up.1 [1: “Coming to a high school near you: The brave new world of Esports,” Washington Post, July 2019] Equally important is providing a place to practice and compete. Many schools are creating dedicated gaming areas outfitted with advanced gaming tools and the latest technology, but the investment doesn’t have to be huge. You’ll want the gamers to be comfortable, especially when they are sitting in front of a computer for hours on end. Optimize their experience with proper lighting (indirect reduces eye strain) and ergonomic chairs. Schools can often use their existing hardware for an Esports program, although laptops or notebooks may need extra memory. Licenses for a game such as Rocket League will cost about $20 per student. According to Grapevine Colleyville’s Berger, your school’s existing computer lab might be enough—at least at first. “Our game play is after school, when the Internet connection is pretty much empty. We use our video game design and AutoCAD labs.” WWW.EXTREMENETWORKS.COM 4 Berger’s students sign a separate code of conduct or player agreement, too, since they represent the district and are given more access to resources than the rest of the student body. Experts suggest starting out with just one game, allowing your team to focus and build mastery. It’s best to go with a game that everyone has played, since you’ll need to know that game’s rules, mechanics, characters, and idiosyncrasies.
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