Esports
Program information (Proposed)
What is eSports?
Competitive gaming, or eSports is a subsection of the video game industry wherein players compete for cash, prizes, sponsorships, and fame much in the same ways professional sports athletes do but on a digital playing field. The global gaming industry saw revenue of $184.5 billion in 2022 with a revenue forecast of $583.69 billion for 2030. Esports global revenue for 2022 was $1.38 billion with a projected $5.74 billion for 2030. The industry continues to become increasingly profitable as mainstream media monetizes more video game IPs.
WHO IS AN ESPORTS PLAYER?
When talking about an esports player, we are referring to the broadest possible sense. Anyone that plays competitively against others in a game on a computer, console, or other device can be considered an esports player. This document focuses on organized esports, and skill level is not important in this context. The contents of this document can apply to everyone, from beginners to professional players.
Social-emotional
Social and emotional learning. “SEL was recognized as one important benefit of involving students in esports in a school-affiliated and mentored way”, School engagement. ”It is just such students – those who have yet to find a meaningful connection to their school – who may benefit most from alternative sports like esports”.
The Rise of High School Esports: A Landscape Analysis of US Programs. Jason G. Reitman University of California – Irvine