• EDpsaces 2026 320×120 Colored
  • The SHOW
      • SHOW
        • About
        • Agenda
        • Features + Events
        • Search Vendors + Products
        • Floor Plan
        • Partners + Contributors
        • Sponsors
        • FAQs
      • ATTEND
        • Why Attend?
        • Pricing + Registration
        • Scholarship Program
      • EXHIBIT
        • Why Exhibit / Inquire
        • Product Innovation Awards
      • CONFERENCE
        • Call for Presentations
      • PLAN YOUR TRIP
        • Book Your Hotel
        • Location + Parking
  • MEDIA
    • Articles
    • Press Releases
  • SUBSCRIBE
  • .
  • Logo
  • The SHOW
    • [Column]
      • SHOW
        • About
        • Agenda
        • Features + Events
        • Search Vendors + Products
        • Floor Plan
        • Partners + Contributors
        • Sponsors
        • FAQs
    • [Column]
      • ATTEND
        • Why Attend?
        • Pricing + Registration
        • Scholarship Program
      • EXHIBIT
        • Why Exhibit / Inquire
        • Product Innovation Awards
    • [Column]
      • CONFERENCE
        • Call for Presentations
      • PLAN YOUR TRIP
        • Book Your Hotel
        • Location + Parking
    • [Column]
      • [Custom]
  • MEDIA
    • Articles
    • Press Releases
  • SUBSCRIBE
  • .

October 28-30, 2026 |
Kansas City, MO

INQUIRE TO ATTEND EXHIBIT
Q

STORIES
October 28, 2024

High Score: How Esports Can Help Schools Get on the Leaderboard

Popular video games provide schools with a cost-effective and highly collaborative way of engaging students at home and on campus.

Words By: Amairani Asmad

Posts:
Trends, Tips, and Resources
October 28, 2024

High Score: How Esports Can Help Schools Get on the Leaderboard

Popular video games provide schools with a cost-effective and highly collaborative way of engaging students at home and on campus.

Words By: Amairani Asmad

What once were classified as distractions by parents and teachers are now celebrated as a new type of sport with benefits extending beyond school hours.

Electronic sports (esports) takes the competitive nature of racing, sports, battle, and operative video games to hold formal tournaments where teams practice and train together like any other sport. But unlike physical sports, esports can be versatile in location, have lower startup costs, and attract a wider range of students with the availability of hybrid play.

Much like sandbox games, such as Minecraft or Roblox, schools have the potential to scale esports however they desire. From small clubs based in computer labs to formal teams competing in out-of-state tournaments, esports can change the way schools engage and connect with students.

What Game Sorts Are Included in Esports?

Students are likely familiar with the variety of competitive games, but schools may be apprehensive, especially for games with violence as the primary objective like First-Person Shooter (FPS) games.1

However, there are plenty of age-appropriate gaming options, with some schools opting for certain games to be played only at home or excluded from clubs entirely.

Some of the main esports categories and games include:

Battle/Fighting: Super Smash Bros, Street Fighter, Fortnite, and League of Legends

Sports: Madden, NBA 2K

Driving/Racing: Rocket League, Mario Kart

FPS: Apex Legends, Overwatch, Valorant, Halo, and Splatoon (third-person point-of-view shooter game)

Some games are free to play and compete in, but others require one-time purchases or ongoing subscriptions. Organizations like the Network of Academic And Scholastic Esports Federations (NASEF), XP League, PlayVS, and High School Esports League offer free resources for getting started along with access to both paid and no-cost competitions.

Players can compete against each other within their school clubs or with other schools nationwide, with remote and in-person tournaments possible. A team coach can monitor activity to ensure online safety, with peer teacher coaches available for remote school staff training.

What do Esports Cost?

Although schools may already have PCs that are gaming-compatible, there are many ways to customize esports spaces as teams grow.

PC model, internet speed, and framerate (the number of images displayed in a second) requirements vary based on the game, but basic cross-platform games, like Fortnite or Rocket League, can be played using different client installations like Steam, Epic Games, and Riot Games.

The wide availability of PC-compatible games is a benefit of esports, making startup costs minimal with optional gaming consoles ranging in device and gaming subscription pricing.

A portable Nintendo Switch averages at $300 with individual game pricing, newer PlayStation models price between $400-$500 with PlayStation Plus game subscriptions costing between $100-$200 annually depending on features, and Xbox consoles priced around $500 with $10-$20 monthly game pass subscription options.

Used devices can reduce expenses to allow for investments in internet speed, custom-built PCs, headphones, gaming chairs, mouses, and other environmental additions.

What Can Schools Do to Make Gaming Actively Engaging?

For concerns regarding physical health and the sedentary nature of gaming, schools can install adjustable height desks with the dual purpose of allowing students to stand while gaming and also providing accessibility for students with physical disabilities.2 Esports teams can also collaborate with physical education departments to facilitate the use of walking pads or under-desk exercise machines as a supplement to gaming.

Spaces can be designed with large screens and seating for spectators or can be intimate with minimal PC cooling space between students to enable collaboration and discussion. Lighting can also be adjusted to avoid glare but prevent eye strain from prolonged screen time in poorly lit spaces.

Esports rooms have no set measurement or field guidelines, like football or baseball do, and are inherently durable due to their indoor nature, making it an opportunity for stakeholders and students to get engaged in the design.

How to Integrate Esports Design Gamification with Student Education

Schools can use esports for interdisciplinary learning and to provide real-world experiences for IT, event planning, and management.

Students may be active in the design, procurement, and installation process of esports rooms. Providing knowledge in how budgets function, researching product quality and dimensions, and technical aspects of lighting and sound systems. Tech literacy is also inherently part of esports, with students learning about the interaction between PC components on performance and how to troubleshoot issues.

Teams can also organize tournaments, design promotional materials for player recruitment, and create branded shirts to practice aspects of marketing, project management, and graphic design.

Moreover, esports can encourage participation from students who may have yet to consider sports, and with small startup costs, registration fees would be minimal giving students with limited home access to gaming an additional opportunity for learning and participation.

Schools have also recognized the positive value of esports for students on scholarship availability, accessibility, communication, motivation, and leadership.3

Winning With Esports

Despite students not breaking a sweat, they can still break records with esports.

School leaders can use video games as a new point of entry for getting students excited about learning and giving them a space they look forward to going to every week.

From single-player racing to team-based battles, athletes can engage with their interests while developing real-world skills. All with limited startup costs and minimal maintenance, it’s game over for boring school days.

 

  1. Beiter, S. (2019, March). Developing an Esports program. New York State Education Department. https://www.nysed.gov/edtech/rensselaer-city-school-district-developing-esports-program
  2. Trotter MG, Coulter TJ, Davis PA, Poulus DR and Polman R (2022) Examining the Impact of School Esports Program Participation on Student Health and Psychological Development. Front. Psychol. 12:807341. doi: 10.3389/fpsyg.2021.807341
  3. Zhong, Y., Guo, K. & Chu, S.K.W. Affordances and constraints of integrating esports into higher education from the perspectives of students and teachers: An ecological systems approach. Educ Inf Technol (2024). https://doi.org/10.1007/s10639-024-12482-9

Amairani Asmad is a writer who has researched areas ranging from education to neurodiversity across the entire age spectrum. Her work can be found in school-targeted publications and peer-focused resource blogs. Amairani is also a Penn State University alumna with a B.S. in Rehabilitation and Human Services.

SHARE

Share Via Email
Share On Linkedin
Share On Facebook
Share On Pinterest
Share On X
← Previous Article Next Article →
Posts Trends, Tips, and Resources

Christa McAuliffe Elementary School: A Case Study Over 10 Years in the Making

Christa McAuliffe Elementary opened in 2012 as part of the Concord School District’s initiative to replace aging schools with modern, efficient facilities.

Posts Trends, Tips, and Resources

K-12 Spaces That Work: Classroom Design For Executive Function Success

Creating a classroom environment that nurtures executive function skills requires intentionality at every grade level.

Posts Trends, Tips, and Resources

Christa McAuliffe Elementary School: A Case Study Over 10 Years in the Making

Christa McAuliffe Elementary opened in 2012 as part of the Concord School District’s initiative to replace aging schools with modern, efficient facilities.

Posts Trends, Tips, and Resources

Design Principles for Outdoor Play and Learning Spaces

Children tend to be less anxious when they spend time outdoors during the school day because nature, movement, and unstructured play directly support emotional regulation, stress recovery, and social connection.

Posts Trends, Tips, and Resources

Cell Phones in Schools: The Research is In

Banning cell phones in the classroom is increasingly supported by research linking reduced device access to modest but meaningful gains in student achievement, especially for lower-achieving and disadvantaged students.

Posts Trends, Tips, and Resources

Time to Rebuild Your Digital Toolkit? K-12 School Leaders are Focusing on Purpose not Products

When schools shifted to remote and hybrid learning during the pandemic, districts adopted digital platforms at breakneck speed. Some were essential, others were chosen simply because they were available on short notice.

Posts Trends, Tips, and Resources

Rethinking Technology Integration: A Guide for K–12 Leaders

School leaders are under constant pressure to choose the “right” educational technology. New platforms promise engagement, personalization, and improved outcomes, yet many districts still struggle to see meaningful instructional change

Posts Trends, Tips, and Resources

Generative AI in K–12 Education: What We Know, What’s Missing, and What Comes Next

Generative artificial intelligence (GenAI) has moved rapidly from novelty to reality in classrooms, raising urgent questions about how it should be used, studied, and governed—especially in K–12 education, where foundational learning takes place.

STAY INFORMED

SIGN UP
CONTACT US

FOLLOW US ON

  • Follow
  • Follow
  • Follow
  • Follow
  • Follow

Emerald Logo

© 2026 Emerald X, LLC. All Rights Reserved

ABOUTCAREERSAUTHORIZED SERVICE PROVIDERSEVENT STANDARDS OF CONDUCTYour Privacy ChoicesTERMS OF USEPRIVACY POLICY

Also of Interest
  • Cooperative Purchasing in K-12: What are the...
  • Natural Grass or Artificial Turf: What’s Right...
  • Environmentally Preferred Purchasing: A New...