The value of esports is particularly prevalent at the post-secondary level for student development, recruitment, and retention.
TorontoAnd the November 24, 2022 /PRNewswire/ — Esports is an activity in which video games are played competitively by professionals, and it’s a growing trend in the education sector. Esports is very popular with a wide range of students, including those who may not be interested in traditional sports and would otherwise see little extracurricular involvement on campus. Since many professionals and education IT teams may not be familiar with esports, the global IT research and consulting firm Info-Tech Research Group has published a new industry blueprint titled Develop and mature an esports program in education To address this emerging opportunity.
Within education, esports is a complete activity from kindergarten through the end of secondary education, with the potential to span the entire academic journey for most students. For universities, developing relationships with local high schools via esports can also provide a recruitment channel through scholarship programs to find students with high academic potential. Additionally, esports can have a positive impact and improve student retention for the following reasons:
1. Many students participate in electronic sports.
2. Many players are not yet on campus.
3. Esports can offer multiple entry points, creating a very diverse pool
Esports often evolve in an ad hoc fashion, but without a coherent plan it is difficult to decide which initiatives should be taken and at what time. The Info-Tech resource states that although IT will often be involved in esports program development due to the technical nature of its foundation, many within IT and elsewhere in the school, college or university are not familiar with the esports space.
“Despite the lack of physical activity, esports have great similarities with traditional sports,” Says Mark MabeResearch Director, Info-Tech Research Group. This includes its focus on team collaboration and the range of participation, from casual players to competition “Athletes” and spectators. These similarities mean that a school or college can leverage their existing expertise in athletics to support esports.”
Info-Tech’s research indicates that the concept of esports has the potential to be as popular as traditional sports and can help develop and support essential life skills.
“The main difference is technology, and IT is often centrally involved in the development and management of esports,” Mabe explains. “Info-Tech’s research provides the IT department with information on the growth of esports in education, and on how the esports program is maturing. It also helps IT navigate the esports initiative and maturity in their district or organization.”
Although adoption is still in its infancy and traditional esports governance is lacking, by leveraging the maturity model, an esports program can benefit educational institutions while minimizing esports disadvantages and mitigating regulatory challenges.
To learn more about esports within educational institutions, download the full dossier Develop and mature an esports program in education Scheme.
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SOURCE Info-Tech Research Group