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Michigan High School Esports Federation holds spring finals in Flint

FLINT, Mich. – Gamers flocked to the University of Michigan Flint Recreation Center this weekend for the Michigan High School Esports Federation (MiHSEF) spring finals. Teams from across Michigan competed in popular games such as Call of Duty, Fortnite, Rocket Leauge and Super Smash Bros. Over 70 schools and 400 students registered for the event, […]

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FLINT, Mich. – Gamers flocked to the University of Michigan Flint Recreation Center this weekend for the Michigan High School Esports Federation (MiHSEF) spring finals.

Teams from across Michigan competed in popular games such as Call of Duty, Fortnite, Rocket Leauge and Super Smash Bros.

Over 70 schools and 400 students registered for the event, with 15 champions being crowned in the end.

Dee Jones, an advisor for MiHSEF and founder of Jump Ahead L3C, an organization that helps local schools build Esports Labs, says esports are important because they level the playing field.

“It’s important to get kids into Esports becase everybody isn’t good at traditional sports. Some kids have disabilities, health problems, and traditional sports is harder for some people. But Esports, it evens the playing field,” said Jones.

The MiHSEF finals are set to occur annually at UM-Flint through 2028.

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Lackawanna County man develops Esports management game

Paul Capoccia made a name for himself in the worldwide community of Esports and created a video game set for release in the fall. The 31-year-old from Dunmore says he achieved this by saying yes to opportunities. Esports — short for electronic sports — involves multiple players and connect people all over the world. Capoccia […]

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Paul Capoccia made a name for himself in the worldwide community of Esports and created a video game set for release in the fall.

The 31-year-old from Dunmore says he achieved this by saying yes to opportunities.

Esports — short for electronic sports — involves multiple players and connect people all over the world. Capoccia dove into competitive videos games roughly ten years ago.

“The passion in Esports is really what drove me to it,” Capoccia said.

He connected with people in the industry and landed an opportunity commentating games on an international platform.

He says he remembers thinking: “I love this thing, I love doing it, and, oh my god, there’s actually millions of people out there that also love doing it too.”

The Dunmore native founded the Esports program at Marywood University and also coached collegiate players at Lackawanna College.

After learning a thing or two about Esports team management, he created a video game that immerses players in the behind-the-scenes of managing an Esports team.

Esports Team Manager

Esports Team Manager is a single player video game developed by The Brain Trust.

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The Brain Trust

Esports Team Manager is a single player video game developed by The Brain Trust.

Capoccia’s company The Brain Trust developed the Esports Team Manager game, set to release in fall 2025.

He describes it as a game within a game, in which players can manage players, finances and more.

“You’ll be playing the role of an owner, GM [or] coach of a fictitious esports team,” he explained. “You might be bringing them to scrimmages, getting scouting reports, trading players, changing the price of the hot dog at the stadium. You do all those sorts of things for this team that you’re managing in the game.”

Capoccia brought in a co-founder from the U.K., hired a few part-time employees and has partners around the globe.

Actual competing teams from North America and the Nordic countries will be featured in the game, he said.

“So it’s largely an international company, even though we’re just in a small office space in my apartment in Dunmore,” he said.

In the future, the company may develop other games and a second version of this one.

“Our goal is just really to be a grassroots effort that grows into something real big,” he said. “And, you know, really build this into a studio that can sustain itself and stay in the area.”

Saying ‘yes’

Capoccia has degrees in english and communications, but says one coding class he took as a student at Marywood helped him gain the skills to be a coder later on.

“The course was built around a book called ‘Introduction to Game Development,’” he recalled. “It’s like riding a bike. I really didn’t forget those foundational best practices.”

After learning more about coding on his own, Capoccia joined the TechCelerator program, created by the Greater Scranton Chamber of Commerce, which he described as a massive help.

The ten-week program administered by TecBRIDGE helps entrepreneurs in the early stages of developing a technology-based business.

“Techcelerator, in so many ways, was an opportunity to go, ‘I have this idea, should I quit my job and upheave my entire life to pursue it?’” he said. “For me and for a lot of us… the answer was yes.”

He said yes to the coding class, commentating and coaching Esports, the Techcelerator program and his business idea.

“Saying yes to things opened a lot of doors for me,” he said.

The game can now be wish listed on Steam, which is a way to keep track of the game’s release, and will be available to download for PC this fall.





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ESU Esports expands with scholarships, regional growth & youth summer camps

EMPORIA, Kan. (WIBW) – Esports is thriving at Emporia State University (ESU), where competitive gaming meets community, scholarship, and student success. With a growing roster of student-athletes and increased scholarship opportunities, ESU’s esports program is quickly becoming a regional standout, both on the screen and in student support. According to a press release from ESU, […]

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EMPORIA, Kan. (WIBW) – Esports is thriving at Emporia State University (ESU), where competitive gaming meets community, scholarship, and student success.

With a growing roster of student-athletes and increased scholarship opportunities, ESU’s esports program is quickly becoming a regional standout, both on the screen and in student support.

According to a press release from ESU, currently, 30 to 45 students from a wide range of majors participate in Emporia State’s esports program, which was recently recognized as a Best College Esports Team by College Transitions.

These students compete in several titles, including Super Smash Bros., Valorant, Overwatch, and the highly successful ESU Chess team. Over the past few years, the program has seen significant growth in both participation and student engagement.

“Esports at ESU is more than just gaming—it’s about building a community where every student can belong,” said Leticia Rust, director of ESU’s Cybersecurity Research and Outreach Center, CyROC. “Whether they’re seasoned competitors or new to the scene, students find teamwork, leadership, and a sense of purpose here.”

Emporia State currently offers esports scholarships to about 30 students, with awards of up to $2,000 per year. These scholarships are stackable, meaning recipients can combine them with other academic or financial aid awards.

“Our scholarships are designed to help students pursue their passion while supporting their education,” added Rust. “They reward dedication, skill, and team spirit.”

In recent tournaments, ESU teams have not only performed well but also built lasting friendships and rivalries with other universities.

“As part of Hornet esports, I have met like-minded teammates with the same competitive drive who push me every day to grow and be the best person and player I can be, said Rylan Sears, an Emporia State freshman computer science major from Ottawa. “I’ve gained knowledge and experience in the esports realm, but also learned leadership skills that will help me after graduation and into future positions.”

The program plans to expand opportunities for both in-person and online tournaments in the coming academic year, along with team tryouts this fall —a new chapter for recruiting and growing the Hornet esports community.

Esports is poised for even more momentum in Kansas. The Kansas State High School Activities Association (KSHSAA) is currently reviewing proposals to sanction high school esports statewide — a move that could send more passionate players to programs like ESU’s in the years ahead.

“Esports is the next frontier for student engagement,” said Rust. “As Kansas high schools bring in structured esports programs, we expect a new wave of talented players to look to Emporia State to continue their growth, on and off the screen.”

Emporia State University is hosting a new Esports + STEM Camp this summer, June 16–20, for youth ages 13–18. Campers will dive into robotics, programming, and competitive gaming inside ESU’s state-of-the-art esports arena.

Registration is just $75 and includes lunch, a T-shirt, and access to high-end gaming setups. Scholarships are available, and the deadline to register is June 9.



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Game-Based Learning with Copilot+ PCs

If you walked into a high school classroom today, you might be in for a surprise. Instead of textbooks and chalkboards, you’ll find Windows PCs, esports tournaments, and students solving real-world challenges through gaming. With Copilot+ PCs, it’s easier than ever for teachers to engage students through educational gaming and get them ready for the digital economy. […]

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If you walked into a high school classroom today, you might be in for a surprise. Instead of textbooks and chalkboards, you’ll find Windows PCs, esports tournaments, and students solving real-world challenges through gaming. With Copilot+ PCs, it’s easier than ever for teachers to engage students through educational gaming and get them ready for the digital economy.

Let’s dive into why gaming is no longer just a pastime—and how it’s powering the classroom of the future.

What is educational gaming and why is it gaining momentum?

Educational gaming is exactly what it sounds like—using digital games to teach and reinforce academic concepts. It’s also known as game-based learning, and it’s catching on fast in high schools.

Instead of zoning out during lectures, students are exploring ancient civilizations through virtual timelines, solving puzzles with algebra, or learning physics through simulated lab games. The result? More focus, more excitement, and more “aha!” moments.

Games meet students where they already are—and turn their screen time into learning time.

Game-based learning makes core subjects click

When students learn through games, they’re not just consuming content—they’re applying it.

  • In math, they solve puzzles using logic and geometry.
  • In science, they run experiments and see the outcomes instantly.
  • In language arts, they write characters, craft stories, and analyze narratives.
  • In history, they role-play through key moments in time.

Instead of memorizing facts for a test, students are immersed in the material—and they remember it better because they’ve lived it.

The tech that makes it possible: Copilot+ PCs and Windows 11

To power this kind of learning, schools need more than standard-issue laptops. That’s why so many are turning to Copilot+ PCs.

Here’s why they stand out:

  • They’re fast. Up to 47% faster than the latest MacBook Air with M31 and 5x faster than older Windows laptops2 still used in many schools. That means no lag, even with high-performance games or multitasking.
  • They’re smart. They include Copilot, an AI assistant that helps students write, research, stay organized, and more.
  • They’re compatible. Whether it’s esports platforms, coding tools, or creative software, most apps run smoothly on Windows.
  • They’re secure and classroom-ready. With built-in protection and easy setup, IT teams can manage devices across the school, while teachers focus on teaching.

Bottom line: Copilot+ PCs help schools unlock the full potential of classroom gaming—and then some.

Esports in schools: how students are getting in the game

Esports—short for electronic sports—are organized video game competitions where students team up, train, and go head-to-head in popular games like Minecraft. Think of it as the digital cousin of varsity sports, complete with coaches, team jerseys, and high-stakes tournaments.

But it’s more than just play. Esports are giving students a chance to build confidence, sharpen their strategic thinking, and learn how to work together—whether they’re competing for bragging rights or college scholarships. For many students, especially those who don’t connect with traditional athletics, esports offer a whole new way to get involved, feel seen, and thrive.

With high-performance Copilot+ PCs powering their gameplay, students are learning valuable skills in communication, leadership, and decision-making—all while doing something they genuinely love.

Learning real-world skills through play

Gaming in the classroom isn’t just about academic subjects or after-school competition. It’s also teaching students the kinds of skills they’ll need long after graduation.

Here’s what they’re gaining:

  • Critical thinking and adaptability
  • Digital literacy and cybersecurity awareness
  • Creative problem-solving and project management
  • Storytelling, communication, and teamwork

And with Copilot+ PCs and Windows 11, students get AI-powered tools to help them write, brainstorm, and manage projects—helping to turn them into stronger thinkers and creators.

How schools are making gaming programs happen

Schools don’t need to overhaul their entire curriculum to introduce classroom gaming.

Here’s how educators are getting started:

  • Investing in Copilot+ PCs for classrooms.
  • Integrating game-based learning into math, science, English, and history.
  • Launching esports teams with structure and mentorship.
  • Training teachers to use games effectively.
  • Ensuring equity so all students have access to the tech.

Some schools are even creating mobile gaming labs—carts loaded with PCs that rotate between classrooms—giving every student a turn.

Tackling concerns the smart way

Let’s address the elephant in the room: screen time, distractions, and cost. Schools are approaching these concerns with thoughtful solutions:

  • Structured play: Games are integrated into lessons with clear goals and educational outcomes.
  • Screen balance: Game time is scheduled alongside traditional learning and offline activities.
  • Progress tracking: Teachers use game analytics to monitor growth and participation.
  • Cost-effective planning: Schools take advantage of education discounts and funding programs to get started.

With the right structure, gaming becomes a tool—not a distraction.



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Extron Powers New 7,000-Square-Foot Arena

Bartow County School System, located in the rural foothills of Georgia’s Appalachian Mountains, recently opened a 7,000-square-foot Esports Arena on the campus of Cass High School. It was designed with seating for 500, specialized esports furniture, high-powered gaming PCs, professional arena lighting, and audiovisual features that include a 220-inch LED video wall and 56,000 watts […]

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Bartow County School System, located in the rural foothills of Georgia’s Appalachian Mountains, recently opened a 7,000-square-foot Esports Arena on the campus of Cass High School. It was designed with seating for 500, specialized esports furniture, high-powered gaming PCs, professional arena lighting, and audiovisual features that include a 220-inch LED video wall and 56,000 watts of sound. Not only will students be competing in Georgia High School Association and PlayVS sanctioned events from this arena, but they will get hands-on experience in game development, play-by-play sports announcing, theatrical lighting, and sound design. Extron AV signal switching, distribution, control, and audio technology help to make the Esports Arena a dazzling experience for players and audiences alike.

[AV Technology Manager’s Guide to Esports 2025]

Gamers playing esports as a crowd looks on.

(Image credit: Extron)

“The Extron team went above and beyond to ensure the success of the project,” said Dalton Jones,
director of esports at Georgia-based education solutions company PowerUpEDU, which had overall responsibility for pulling the education technology elements of the project together. “Extron’s extensive experience outfitting esports venues with effective AV systems smoothed the way for our project. NAV Pro AV over IP is working well in the Bartow County esports arena, providing reliable AV distribution and switching.”



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The Lede Company Acquires Element Brand Group

The Lede Company has acquired Element Brand Group, the Los Angeles and New York-based brand partnerships and integrated marketing agency. Heather Leeds Greenfield, founder of Element Brand Group, will join The Lede Company as partner and head of brand partnerships. The news was announced Tuesday by Lede co-founders and co-CEOs Amanda Silverman, Christine Su, Meredith […]

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The Lede Company has acquired Element Brand Group, the Los Angeles and New York-based brand partnerships and integrated marketing agency. Heather Leeds Greenfield, founder of Element Brand Group, will join The Lede Company as partner and head of brand partnerships.

The news was announced Tuesday by Lede co-founders and co-CEOs Amanda Silverman, Christine Su, Meredith O’Sullivan and Sarah Rothman.

Element senior vice presidents Michael Kutach and Jill Ormand (along with the rest of the Element team) will also make the move to Lede.

“Joining Lede presents an incredible opportunity to amplify the impact and reach of our services while preserving the boutique, relationship-focused approach that has defined the essence of Element Brand Group,” Leeds Greenfield said in a statement. “The meaningful, culture-driven work we execute on behalf of our clients will now be elevated by the enhanced resources and broader platform afforded by this strategic alliance.”

Greenfield joins Lede with two decades of experience in brand strategy. Since launching Element Brand Group in 2016, the agency has worked with Activision Blizzard, Airbnb, Audible, Coca-Cola, and the United States Olympic & Paralympic Committee. 

“We are thrilled to expand our offerings and capabilities by welcoming the Element Brand Group team to The Lede Company,” Su said. “Heather brings a wealth of experience across fully integrated brand marketing capabilities, alongside a proven track record of creating culturally relevant campaigns for globally recognized brands. This acquisition strengthens our ability to serve clients across all touchpoints of modern brand marketing and communications.”

The Lede Company was launched in 2018, and continues to expand its global presence through the opening of a London office in 2022 and the acquisition of the Paris-based Olivier Bourgis Communication and Marketing (OBCM) in 2023.



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Upcoming Anime Osananajimi to wa LoveCom ni Naranai Reveals New Teaser Visual

A new romantic comedy anime, Osananajimi to wa LoveCom ni Naranai (It’s Not Possible to Be in a Romantic Comedy with a Childhood Friend), has released a teaser visual that offers the first glimpse of its main heroines. The visual hints at the central love triangle, building early anticipation for the upcoming series. The anime […]

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A new romantic comedy anime, Osananajimi to wa LoveCom ni Naranai (It’s Not Possible to Be in a Romantic Comedy with a Childhood Friend), has released a teaser visual that offers the first glimpse of its main heroines. The visual hints at the central love triangle, building early anticipation for the upcoming series.

The anime is rooted on a manga by Shinya Misu, released on Kodansha’s Magazine Pocket since March 2022. Tezuka Productions is making the show, which will air in Japan in 2026. We do not have the cast or staff information.

A Complicated Triangle Between Old Friends

The story centers on Eeyuu, a high school student whose life becomes unexpectedly complicated. His two childhood friends, Shio and Akari, attend the same school and have grown into beautiful, confident young women. Though they appear to treat him as just a friend, Eeyuu finds himself noticing them in a more romantic way—something he tries to keep hidden at all costs. The awkwardness of growing up and developing feelings for close friends is the emotional core of the series.

At the same time, Shio and Akari have their own secrets. The story shows their feelings, mixing friendship, jealousy, and misunderstandings. The three characters share funny, emotional, and sometimes awkward moments as they grow closer.

Osananajimi to wa Romcom ni Naranai será adaptado al anime - Ramen Para Dos

Familiar Genre, Fresh Energy

While romantic comedies featuring childhood friends are a common trope in anime, Osananajimi to wa LoveCom ni Naranai looks to bring a modern and more emotionally layered approach to the formula. The narrative focuses on how growing up changes relationships, even long-standing ones, and how feelings can become confusing when friendship and attraction blur.

With Tezuka Productions—known for both legacy titles and modern works—leading the animation, expectations are high for a visually appealing and heartfelt adaptation. The 2026 release may be a long wait, but fans of romantic comedy anime have reason to be curious about what this twisted love triangle will deliver.

Written By Manika Kayal, Intern, India Today Gaming.



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