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Scholastic Esports Surging in Popularity Nationwide, Globally

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.

An esports team of four celebrating a success.
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At any given ed-tech conference these days, the liveliest presentations and information booths might have less to do with classroom learning than what goes on after school.

Esports, or competitive multiplayer video gaming, is a multibillion-dollar global industry, and its scholastic sector is growing exponentially as technology makes it easy and inexpensive to form a club where student interest will never be a problem. While the academic value of Super Smash Bros., Overwatch or Ultimate Rocket League is questionable, the growth of scholastic esports can be attributed to its inclusive nature that fosters social-emotional learning opportunities, said Claire LaBeaux, chief advancement officer for the Network of Academic and Scholastic Esports Federations (NASEF).

“The social impact is off the charts,” said LaBeaux, who recently presented at the Pennsylvania Ed Tech Conference and Expo, and the National Future of Educational Technology Conference in Orlando, Fla. “Think about a kid who was never connected. Then, they join an afterschool club, and they have fewer problems, better attendance and better grades.”

NASEF


NASEF counts about 3,500 high school esports clubs in all 50 U.S. states, not including clubs that function independently or under a different state or national organization, LaBeaux explained. Internationally, NASEF has individual members in 70 nations and clubs in 30, including one in China. In Japan, 80 percent of high schools have esports clubs.

Originally called the North American Scholastic Esports Federation, NASEF originated in 2017 as a regional pilot program for high schools in Orange County. Back then, LaBeaux said, all competitions between schools were limited to the video game League of Legends. Club coaches and advisors quickly realized that this extracurricular activity was not just popular with gamers — students who had even the slightest interest in technology also flocked to these organizations in droves.

“Games are a magnet, but then you have just as many kids who want to set up the computer lab or just be involved somehow,” she said. “They show up, and then you have the opportunity to teach them all different things.”

The United States Esports Federation, a subsidiary of NASEF, focuses on just the competitive end of esports, while NASEF has a broader mission that includes scholastic growth, LaBeaux explained. Not all scholastic esports organizations are competitive. Some prefer not to participate in interscholastic matches, while others compete at a varsity level where top players aspire to reach state finals, continue gaming at the college level, or even turn pro.

Clubs have a great degree of flexibility in terms of the games they play, and schools can restrict games for being too violent. Many esports environments are “cross-platformed,” meaning students can play on game consoles (Xbox, Playstation) or computers. NASEF also has programming for younger students interested in the games like Minecraft or Farmcraft, which are more learning oriented, LaBeaux said.

GROWING SUPPORT FOR ESPORTS


As a nonprofit, NASEF is not in a position to provide schools with grant money, but the free membership includes guides for starting clubs, STEM-related curriculum that can be incorporated into club meetings, and professional development opportunities. There is a fee, however, for the scholastic esports coaching certification program, LaBeaux said. Clubs can start small, maybe with a teacher who volunteers to serve as an after-school advisor and computers provided by the school or gaming equipment students bring themselves.

Beyond high school, esports are already a big deal at colleges and universities. Some have both competitive teams and academic majors. Harrisburg University in Pennsylvania, for example, has an esports management degree program, and provides scholarships to at least 15 students annually, LaBeaux said.

In the upcoming fall semester, Syracuse University in New York will launch new degree programs in esports business and management, esports communications, and esports media and design, according to the university’s website.

Laurie Lehman, esports project manager at Albuquerque Public Schools in New Mexico, wrote in an email that her district’s esports program grew from 100 students at various high schools in 2018 to more than 1,000 students across all grades today. Last year, six graduating seniors in the district received scholarships to compete on esports teams and major in STEM subjects at New Mexico colleges.

“Nice way to play, learn and grow through esports,” Lehman wrote.

LaBeaux said while clubs should encourage students to continue their passion for esports as long as they can, coaches and advisors would be wise to teach them about all of the technology behind the scenes, in addition to the careers in business, communications and product development within the video game entertainment sector.

“Think about the Super Bowl,” she said, “There’s a handful of elite competitors, but a ton of people involved in the production.”

Market research broadly predicts continuing growth in the esports market, but estimates vary considerably. An assessment by the market research company Fortune Business Insights put the global esports market at $1.45 billion in 2022 and estimated it would grow to $6.75 billion by 2030. A similar report by Vantage Market Research put the same figures at $1.7 billion and $11.94 billion, respectively.
Aaron Gifford has several years of professional writing experience, primarily with daily newspapers and specialty publications in upstate New York. He attended the University at Buffalo and is based in Cazenovia, NY.