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Queens high school students take top prize in NYC Minecraft Battle of the Boroughs – QNS

World Journalism Prep celebrates Minecraft esports victory. Photos by Ramy Mahmoud Call it a pixel-perfect victory. A team of students from World Journalism Preparatory: A College Board School, in Queens, secured a major victory at the first-ever NYC Video Games Festival, winning the high school division of the Minecraft Education “Battle of the Boroughs” competition. […]

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battle of the boroughs

World Journalism Prep celebrates Minecraft esports victory.

Photos by Ramy Mahmoud

Call it a pixel-perfect victory.

A team of students from World Journalism Preparatory: A College Board School, in Queens, secured a major victory at the first-ever NYC Video Games Festival, winning the high school division of the Minecraft Education “Battle of the Boroughs” competition.

The high school team, known as ‘Diamond Sword Bustamoney,’ emerged as citywide champions following a three-stage tournament that began with preliminary digital submissions, advanced through borough-level championships, and culminated in the final round held on May 31. This marks the first time a Queens school has won the title since the competition began in 2021.

The students were honored at a celebration held at the school located at 34-65 192nd St. in Flushing on Tuesday, June 10.

Photo by Ramy Mahmoud

“This is a major achievement for our school and for Queens,” said Ernest Lai, computer science teacher and coach of the school’s Minecraft Club. “The competition required students to solve complex urban planning challenges using Minecraft, while demonstrating creativity, teamwork, and the ability to present their ideas effectively.”

The Battle of the Boroughs was launched by the New York City Department of Education in partnership with Microsoft and the Mayor’s Office of Media and Entertainment. Originally developed during the COVID-19 pandemic to provide a virtual learning environment, the initiative has grown into a citywide scholastic esports competition. Students in elementary, middle, and high school divisions build digital solutions to real-world urban issues using Minecraft Education Edition.

Jose Perez, instructional technologies director for NYC Public Schools, noted the significance of the win. “This was the first time a Queens high school team captured the title,” Perez said. “Diamond Sword Bustamoney defeated tough competition, including the defending champions from Staten Island’s Tottenville High School.”

Photo by Ramy Mahmoud

Team members credited the program with helping them build practical and interpersonal skills. “Being able to apply my creativity in a competitive setting like this was both challenging and rewarding,” said junior Wendell Joseph Quilang Jr. “Mr. Lai really helped me improve how I communicated our team’s work to the judges.”

Photo by Ramy Mahmoud

Bryan Chiu, also a junior, said the experience combined his passion for gaming with new opportunities. “I’ve always enjoyed Minecraft, but this was on another level,” he said. “The event itself was well-organized and gave us a chance to meet other students and represent our borough with pride.”

Principal Dr. Michelle Roberts Bacchus praised the team’s accomplishment as a reflection of the school’s educational mission. “Our students applied what they’ve learned in and out of the classroom to a real-world challenge,” she said. “This competition underscores the importance of integrating technology and creativity into modern learning.”

The winning team consists of five 11th-grade students, and with another year remaining before graduation, the school is already eyeing the possibility of a repeat victory next year.

“This is not just a club—it’s an opportunity for students to demonstrate leadership, critical thinking, and digital fluency,” Dr. Bacchus said. “We are extremely proud of what they’ve achieved.”

 



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Modern Digital Spaces Are More Than Screens — They’re Business Engines

From university labs pivoting to esports, to gaming lounges chasing seamless experiences, to retailers installing interactive kiosks — managing digital spaces today is more complex than ever. This said, the edtech market continues to expand, with global education software projected to reach $404 billion by 2025. We sat down with Sergiy Purish, CEO of Enestech, […]

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From university labs pivoting to esports, to gaming lounges chasing seamless experiences, to retailers installing interactive kiosks — managing digital spaces today is more complex than ever. This said, the edtech market continues to expand, with global education software projected to reach $404 billion by 2025.

We sat down with Sergiy Purish, CEO of Enestech, to explore what’s driving this evolution, the hidden headaches owners still face, and how unified approaches are helping businesses stay ahead.

 

Q1. Sergiy, you’ve helped hundreds of venues build or upgrade their digital environments. What stands out to you about how schools, gaming lounges, and retail spaces have changed?

It’s almost a different world compared to five or ten years ago. Schools aren’t just running “computer labs” anymore. They’re layering in esports, STEM initiatives, hybrid learning — all of which depend on having PCs and content ready exactly when needed. That’s a big shift in expectations.

For gaming lounges, it’s become more than just offering machines. Owners want serious business oversight: airtight revenue tracking, staff integrity, clear reporting. They see transparency as a safeguard for profitability.

Retail is also interesting. Stores are banking on interactive screens and self-service setups to boost sales. But they’re under pressure to keep those systems secure and always-on, or risk harming customer trust.

 

Q2. What do you see as the biggest operational headaches these venues still struggle with?

It boils down to control and predictability.

Schools often tell us they have a hard time syncing PC availability with lesson schedules. They want students to see only approved educational software. Maybe a design app at 10 AM, a physics simulator at noon. And they need it to just work without constant IT calls. 

In gaming lounges, it’s about cash flow and staff accountability. Manual payment handling is slow and prone to errors, and reconciling cash at the end of the day is where many owners lose sleep (and money).

Retail has its own challenges. You’ve got demo devices that visitors freely use, but if they wander off into risky sites or crash the system, it tanks the shopping experience. Plus, you need to update content across dozens of stores without a tech crew traveling everywhere.

 

Q3. Some might say these are purely tech problems. But it seems there’s a human side too — how do you look at it?

Absolutely. It’s always a mix of tech and people.

Your average venue admin or teacher isn’t a systems engineer. They need interfaces that are intuitive, policies that run automatically, and tech that helps them. Not the other way around.

A smart platform means staff can focus on what actually matters: teaching students, serving players, helping shoppers. It lifts the operational load, so your team isn’t stuck chasing every glitch or manual update.

 

Q4. You often talk about the value of managing all this through a unified platform instead of cobbling together separate tools. What’s the real impact there?

When everything flows through one system, solutions like SENET platform consolidate device control, content management, and payments into one easy-to-run ecosystem. It means you eliminate dozens of manual touchpoints. No matter if it’s booking PCs, pushing software updates, managing payments, or setting user access. 

That means fewer mistakes, tighter security, clearer revenue trails, and a lot less chance for things like staff theft or overlooked content updates. It also gives owners live oversight of their whole operation from anywhere, which is huge peace of mind.

Plus, when you want to scale, be it opening a new campus lab, launching another gaming floor, rolling out more retail kiosks, you don’t have to reinvent the wheel every time.

 

Q5. Any favorite examples where an integrated approach really saved the day?

I remember a university that was preparing for a huge multi-school esports event. Before, they’d manually prep each lab, and it took days. With a unified system, they cut it to a couple of hours, all remotely.

A gaming venue in Warsaw told us how stressful it used to be balancing cash and checking if admins were being 100% honest. Now, it’s automated, they have daily revenue snapshots, and the owner sleeps a lot better.

And a retail group running weekend product demos in multiple cities shared that they were able to update all displays overnight — no downtime, no staff flying around with USB sticks.

 

Q6. Finally, what advice would you give to schools, entrepreneurs, or retail managers who are looking to modernize how they run their digital setups?

Start by really mapping out your pain points. Is it scheduling? Content chaos? Lost revenue? Then look for partners who won’t just sell you a dashboard but will actually onboard your team and stick around when questions come up.

Also, plan for growth. Whether it’s hybrid classrooms with esports tournaments, gaming lounges expanding into new cities, or retailers adding smarter demo areas, your tech foundation should flex with you. That’s what ultimately safeguards margins and keeps customers or students coming back.

 

“In the end, getting your infrastructure right isn’t about screens or software. 

It’s about giving people experiences they’ll love — and protecting your business for the long haul.”– Sergiy Purish, Co-Founder and CEO of Enestech, a developer of SENET 



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Post Malone dazzles fans in Saudi Arabia during Esports World Cup’s kick-off concert

The 2025 Esports World Cup kicked off at Kingdom Arena in Riyadh with a Post Malone concert on Thursday night. The American singer-songwriter opened his performance with the 2019 hit Circles followed by a track list of fan favourites. The crowd revelled in a mix tape of his biggest hits, singing along throughout. Complementing Malone’s […]

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The 2025 Esports World Cup kicked off at Kingdom Arena in Riyadh with a Post Malone concert on Thursday night.

The American singer-songwriter opened his performance with the 2019 hit Circles followed by a track list of fan favourites. The crowd revelled in a mix tape of his biggest hits, singing along throughout.

Complementing Malone’s set list were special effects used on stage to bring each song to life.

During Sunflower, from the soundtrack of Spider-Man: Into the Spider-Verse, Malone approached fans and even some of the VIPs in attendance. Later, he shared a moment with chess grandmaster Magnus Carlsen, one of the Esports World Cup’s ambassadors.

With the crowd warmed up, it was time for a performance of Malone’s 2018 hit song Rockstar, which got some of the loudest crowd appreciation of the night.