Join us in each day as we explore how to develop an effective academic esports program that:
The Esports Hub is made possible by an special partnership with:
Newzoo, a market analytics company, states that 380 million people worldwide will watch eSports this year, including 165 million eSports enthusiasts, with the bulk of these enthusiasts watch from North America, China and South Korea.
An effective academic esports program can heighten enrollment in STEAM areas of study, help marginalized students become actively invested in extracurricular activities, break gender gaps for STEM instruction, improve school attendance, help young people explore a wealth of new emerging careers across the esports industry and give young people an advantage when applying to colleges. This session will review some of the key research and attendees will walk away with infographics and statistics they can share with school officials.
This session will help shed some light on the growing esports trend, and the steps needed to effectively implement such a program. We’ll review the core games played, lingo used by students and key organizations and industry associations. Lastly, we’ll review and share access to esports curriculum and other digital take-aways you can share with school officials.
Educators, students and parents alike are growingly concerned about two substantive challenges regarding esports that prevent it from being both a healthy and inclusive environment: Bullying/Harassment and Health & Safety. We’ll address common objections regarding game violence and screen time, and showcase some new technology helping to make esports play at schools a safe and healthy environment – a must for any school system wanting to ensure their esports efforts continue to thrive.