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Eye-tracking reveals distinct attention patterns in high-risk gamers compared to esports players

A recent study investigating how different types of dedicated gamers pay attention to gaming-related images found distinct patterns among those considered high-risk for gaming problems. High-risk gamers spent more time looking at gaming images, fixated on them longer initially, and shifted their gaze less often compared to competitive esports gamers and casual gamers, even though […]

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A recent study investigating how different types of dedicated gamers pay attention to gaming-related images found distinct patterns among those considered high-risk for gaming problems. High-risk gamers spent more time looking at gaming images, fixated on them longer initially, and shifted their gaze less often compared to competitive esports gamers and casual gamers, even though esports gamers reported similar high levels of playtime. The research, published in the journal Computers in Human Behavior, suggests that eye-tracking technology might help identify gamers potentially vulnerable to problematic gaming behaviors.

The world of video gaming, including competitive electronic sports (esports), has exploded in popularity. This raises questions about the well-being of individuals who spend many hours gaming. While some studies suggest that esports gamers, who often train for 6-12 hours daily, might be at higher risk for gaming disorders due to their extensive playtime, others view their dedication through the lens of sports psychology, highlighting the intense practice and potential occupational stresses similar to traditional athletes. It remained unclear whether the challenges faced by esports gamers stem more from addictive-like processes or from the pressures of competition and training.

“This study was motivated by our observations of two seemingly similar yet psychologically distinct groups: esports gamers and high-risk gamers,” said study authors Shan-Mei Chang of National Tsing Hua University and Zheng-Hong Guan of National Yang Ming Chiao Tung University.

“While both groups spend comparable amounts of time gaming, esports gamers often view gaming as a structured career, whereas high-risk gamers typically play to escape real-life stressors. We were curious whether this difference in motivation would be reflected in their attentional responses and craving-related behaviors. Eye-tracking technology provided an ideal, objective method to explore this question.”

Previous research has established that individuals with substance addictions often show an attentional bias – meaning they automatically pay more attention to cues related to their addiction (like images of alcohol for someone with alcohol dependence). This bias has also been observed in behavioral addictions like gambling and internet gaming disorder. Scientists believe this heightened attention is linked to craving.

Since both esports gamers and individuals potentially developing problematic gaming habits (high-risk gamers) dedicate significant time to gaming, the researchers wanted to explore if their patterns of attention towards gaming cues differed. They hypothesized that high-risk gamers might show attentional bias driven by craving, possibly linked to using games as an escape, while esports gamers, viewing gaming as a career or structured practice, might not exhibit the same bias despite their long hours. Using eye-tracking technology provides an objective way to measure these subtle attention patterns, which might not be captured accurately by self-report questionnaires alone.

To investigate these differences, the researchers recruited 47 male participants between the ages of 15 and 19, all experienced in playing Multiplayer Online Battle Arena (MOBA) games like League of Legends or Arena of Valor. These participants were carefully categorized into three distinct groups.

Seventeen were designated as esports gamers, identified from a high school esports program where they had received over a year of formal training and competed in tournaments. Fourteen were classified as casual gamers, who played for fun and did not show signs of problematic gaming based on a screening questionnaire. The remaining sixteen were categorized as high-risk gamers, selected because their scores on the Internet Gaming Disorder Test met the threshold indicating potential problematic gaming patterns.

Each participant underwent an eye-tracking experiment. They sat comfortably with their head stabilized by a chin rest, looking at a computer monitor. An advanced eye-tracking device (EyeLink 1000) precisely recorded their eye movements. Participants were shown pairs of images side-by-side for two seconds at a time. In the key trials (56 stimulus conditions), one image was related to MOBA games (stimulus image), and the other was a neutral image matched for visual properties like brightness and size.

To prevent participants from guessing the study’s purpose, there were also 56 control trials where two neutral images were paired together. Researchers measured three main aspects of their eye movements: total viewing time (the total duration participants spent looking at each specific image area), first fixation duration (how long their very first gaze lingered on an image area after looking at it), and saccade count (the number of rapid eye movements, or jumps, between the two image areas on the screen).

In addition to the eye-tracking task, all participants completed several questionnaires assessing their weekly and weekend gaming time, impulsivity levels, symptoms of problematic internet use, depression symptoms, and their ability to control their attention (specifically focusing and shifting attention).

The analysis of the eye-tracking data revealed significant differences between the groups. When looking at the pairs containing a game-related image and a neutral image, the high-risk gamer group spent more total viewing time looking at the game-related images compared to the neutral images. Neither the esports gamer group nor the casual gamer group showed this difference; their viewing time was similar for both types of images. Furthermore, high-risk gamers spent more total viewing time on the game-related images than both esports gamers and casual gamers did.

Regarding first fixation duration, the high-risk gamer group generally had longer first fixations on the images (combining both game-related and neutral) compared to both the esports gamers and casual gamers. This suggests their initial gaze tended to linger longer before moving on. In terms of eye movements between images, the high-risk gamer group exhibited fewer saccade counts compared to the other two groups. This pattern indicates they shifted their attention back and forth between the paired images less frequently, potentially suggesting difficulty disengaging from an image once they looked at it or a slower pace of visual exploration.

“We expected that esports gamers, given their extensive gaming involvement, might also show attentional biases,” Chang and Guan told PsyPost. “However, their eye-movement patterns were more similar to those of casual gamers, suggesting their high gaming time is not driven by compulsive cravings.”

The self-report questionnaires added another layer to the findings. While esports gamers and high-risk gamers reported spending similar amounts of time gaming per week and on weekends (both significantly more than casual gamers), their psychological profiles differed. High-risk gamers reported significantly higher levels of impulsivity and more symptoms of problematic internet use compared to both esports gamers and casual gamers.

“A major takeaway is that gaming duration alone is not a reliable indicator of addiction risk,” the researchers explained. “Although esports gamers and high-risk gamers report similar gaming hours, only high-risk gamers showed significant attentional bias and impulsivity traits. This suggests that eye-tracking measures may reveal early risk factors missed by self-report tools, such as total viewing time. Our findings caution against diagnosing gaming disorder based solely on time spent gaming.”

The researchers noted some limitations to their study. The high-risk group was identified using a questionnaire score, not a formal clinical diagnosis by a psychiatrist. The study focused exclusively on MOBA games, so the findings might not apply to players of other game genres. The sample size, while statistically adequate according to their calculations, was relatively small and only included males. Future research could address these points by using clinically diagnosed participants, including gamers who play different types of games, and recruiting larger and more diverse samples.

“We aim to develop a diagnostic framework that integrates eye-tracking with psychometric assessments for early identification of high-risk gaming behaviors,” Chang and Guan added. “Such tools could also support interventions such as cognitive-behavioral therapy or mindfulness-based training. Identical behaviors (e.g., long gaming sessions) may stem from different psychological drivers. By shifting focus from ‘ow much they play’ to ‘why they play,’ we can more effectively understand and support at-risk youth in digital environments.”

The study, “Craving and attentional bias in gaming: Comparing esports, casual, and high-risk gamers using eye-tracking,” was authored by Shan-Mei Chang, Dai-Yi Wang, and Zheng-Hong Guan.



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Encore Data Products Unveils Califone Soft Floor Rockers and Gaming Chairs for Ultimate Comfort and Support

Lafayette, Colorado – Encore Data Products, a key player in audio and tech solutions, is broadening its offerings with the new Califone Soft Floor Rocker and Gaming Chair. This new product aims to cater to schools, libraries, and businesses, emphasizing comfort and functionality for those who spend long periods sitting, whether for gaming or learning. […]

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Lafayette, Colorado –

Encore Data Products, a key player in audio and tech solutions, is broadening its offerings with the new Califone Soft Floor Rocker and Gaming Chair. This new product aims to cater to schools, libraries, and businesses, emphasizing comfort and functionality for those who spend long periods sitting, whether for gaming or learning.

The Califone Soft Floor Rocker and Gaming Chair is designed for comfort and support, making it a suitable choice for places where people sit for long stretches. It’s well-suited for students in class or library users engrossed in their books. Gamers will appreciate the chair’s ability to offer an immersive experience without sacrificing comfort.

Califone Deluxe Red Soft Rocker Chair

Located in Lafayette, Colorado, Encore Data Products has become known for its extensive range of audio and visual tools, including headphones, AV equipment, and health-conscious supplies. Their expertise includes supplying a variety of headphones, from school-friendly models to protective ear gear, as detailed on their website, enhancing choices for schools and businesses alike. Adding the gaming chair aligns with their mission of providing versatile and top-quality products across different platforms.

A representative from Encore Data Products shared their excitement about the new chair. “We are thrilled to introduce the Califone Soft Floor Rocker and Gaming Chair to our lineup. This addition underscores our commitment to enhancing the user experience through comfortable and innovative products,” the representative said. “Schools, libraries, and businesses can now access a seating solution that not only supports extended use but also complements a variety of settings.”

The chair features soft cushioning and an ergonomic design for ultimate comfort. Its sleek black color gives it a modern look, adding style to any room. While focused on comfort, it remains robust and durable enough for daily use.

Encore Data Products’ range extends beyond seating, offering a wide selection of headphones, from school-friendly models to protective ear gear. These options focus on being durable and easy to maintain, important for both schools and businesses.

They also serve the AV tech sector with products like charge and sync devices, document cameras, laptops, and touchscreens, designed to support digital learning and interactive presentations. Their line of clean and healthy supplies, including electronic sanitizers and covers, shows their dedication to safety and hygiene.

Over the years, Encore Data Products has been a reliable partner for many schools, libraries, and businesses, building a strong industry presence with its wide product range and customer service. Adding the Califone Soft Floor Rocker and Gaming Chair is a strategic step to further improve user experiences where comfort matters most.

The representative emphasized, “As educational and entertainment environments evolve, providing the right tools and accessories becomes increasingly important. Our new Califone Soft Floor Rocker and Gaming Chair represents our dedication to offering products that meet and exceed the needs of our diverse clientele.”

Encore Data Products leads innovation in the audio and visual tech world, always expanding to offer products that are both high-quality and functional. Those interested can learn more about their offerings in AV technology, including podcasting and esports systems, by visiting their website. The Califone Soft Floor Rocker and Gaming Chair highlights their commitment to supporting educational, work, and entertainment spaces with well-thought-out, comfortable products.

The gaming chair is now available through the Encore Data Products website, allowing institutions and consumers to upgrade their spaces with this quality seating solution. Those interested can find more details by visiting their website.

Recent News: Encore Data Products Expands Product Lineup with Innovative 86″, 75”, and 65” QOMO BundleBoard i Series Panel

###

For more information about Encore Data Products, contact the company here:

Encore Data Products
Media Relations
866-926-1669
marketing@encoredataproducts.com
https://www.encoredataproducts.com/
1729 Majestic Drive, Suite 5
Lafayette, Colorado 80026



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Ahead of the Brisbane Olympics, it’s time for Australia to get serious about esports

Most of us have heard of esports but many don’t realise the fast-growing world of competitive video gaming features tournaments, university scholarships and billions of dollars in revenue. As we approach the 2032 Brisbane Olympic and Paralympic Games, it’s time for Australia to develop esports talent pathways and invest in infrastructure. Doing so would create […]

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Most of us have heard of esports but many don’t realise the fast-growing world of competitive video gaming features tournaments, university scholarships and billions of dollars in revenue.

As we approach the 2032 Brisbane Olympic and Paralympic Games, it’s time for Australia to develop esports talent pathways and invest in infrastructure.

Doing so would create social benefits and economic opportunities, creating jobs in game development, content creation, events and tourism.

The athletes

For those unaware, esports refers to the organised, competitive playing of video games. All esports are video games but not all video games are esports.

Esports players compete in competitions ranging from online ranked play (where you get an Elo rating, like chess) to live, in-person tournaments.

Popular games include League of Legends, Dota 2 and Counter-Strike.

Professional players compete in leagues and tournaments, online or in packed stadiums.

Like most pro athletes, these players often train with their teams daily, and many also train by themselves informally. During training, they are honing reflexes, refining tactics and analysing opponents.

Some competitions offer prize pools worth millions and global audiences can rival major traditional sports broadcasts.

Like traditional sports, esports athletes are scouted young, attend development academies and receive university scholarships.

An Olympic horizon?

Esports has been around in some form since the 1970s but it’s exploded into the mainstream in the past decade.

Unlike traditional sports, which depend on TV deals and fixed broadcast schedules, esports live online. Events are streamed on platforms like Twitch and YouTube, letting fans tune in from anywhere in the world.

Much of the global momentum comes from Asia. South Korea is often credited with legitimising esports through the Starcraft boom of the early 2000s.

Today, China, Japan and other nations have government-backed esports strategies, dedicated arenas and thriving pro circuits.

The International Olympic Committee (IOC)’s announcement of the 2027 Esports Games marks a significant step.

While not part of the main Olympics, this event is a signal esports is valued for its skill, global reach and cultural impact.

With Brisbane to host the 2032 Olympic and Paralympic Games, this may be Australia’s moment to step up by building talent development pathways and investing in major infrastructure: purpose-built training centres, venues for live competition and streaming and systems to support players from grassroots to elite levels.

What’s happening in Australia?

Australia is home to a growing esports community, with thousands of young Australians competing in national and international tournaments.

Esports have become a central part of youth culture, from local high school leagues to university tournaments.

Australia has already shown it can host major international esports events. Over the past decade, we’ve hosted qualifiers for titles such as Counter-Strike, Dota 2 and League of Legends.

Flagship events such as Intel Extreme Masters (IEM), one of the most prestigious esports tournaments globally, continue to highlight Australia’s potential: in 2019, IEM Sydney drew thousands of fans and international teams, filling stadiums and putting Australia on the global esports map.

More recently, IEM Melbourne in April this year brought Counter-Strike 2 back to local fans.

If the right infrastructure is developed here, Australia could become a regular destination for international esports tournaments.

On the education front, universities such as Queensland University of Technology, Swinburne and Southern Cross are leading the way with esports degrees, scholarships and research centres.

These programs don’t just train players, they prepare students for careers in broadcasting, game development, coaching and performance science.

Despite limited national support, some states and councils are experimenting with community programs, while broadcasters such as ESL Australia continue to grow local events and coverage.

Challenges and opportunities

Australia’s esports industry boasts immense potential, but it still faces significant challenges.

The biggest hurdle is a lack of national investment and infrastructure.

Unlike traditional sports, esports have no central body coordinating funding, training or pathways from amateur to professional. While other countries are investing in esports stadiums and elite teams, Australia has largely left the sector to develop on its own.

Another issue is cultural: esports still struggle for full acceptance from sporting bodies, schools and sections of government.

Without a coordinated effort to integrate esports into national sporting strategy, Australia risks being left behind.

Yet the opportunities are clear.

The IOC’s 2027 Esports Games could be a turning point. Ahead of Brisbane 2032, Australia is uniquely positioned to lead a national commitment to esports infrastructure and player development.

Brisbane’s organisers could also advocate for esports’ inclusion in the 2032 Olympics, which could position Australia as a leading contender in this emerging field.

There’s also a chance to combine esports with Australia’s world-class research in sports science and mental health: Australia is leading the way in developing health-focused research and initiatives that address player wellbeing from grassroots to professional levels.

With the right support, Australia could shift from spectator to serious player.



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Grinding at the Game Pays Off for UNCG Esports

No one will call UNC Greensboro’s Esports community a bunch of “newbs” after this incredible year. Just a few months in, its current teams began blowing past high scores and records in matches against longstanding collegiate players. Because at UNCG, it’s all about the love of the game. The 2024-25 academic year became “Year Zero” […]

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No one will call UNC Greensboro’s Esports community a bunch of “newbs” after this incredible year. Just a few months in, its current teams began blowing past high scores and records in matches against longstanding collegiate players.

Because at UNCG, it’s all about the love of the game.

The 2024-25 academic year became “Year Zero” for fielding varsity-like esports teams at the competitive collegiate levels, and UNCG eclipsed every expectation set before them.

“Each of us possesses a different set of skills that enable us to work so successfully as a team,” says Grace Zobkiw, a high-ranking player in Overwatch 2. “From the smallest tips and tricks to full on gameplay review, each team member has something to offer the others that improves our team performance. We have made so much progress in this way from the beginning of the year to now.”

There are currently two premier esports teams at the University for separate game titles: Super Smash Bros. Ultimate and Overwatch 2. Made up of 15 students in total, they compete every week across 2-3 collegiate leagues, proving that we are a top esports program in the collegiate landscape.

UNCG esports players playing in front of a console.

Esports Team Achievements 

In Year Zero, the Esports team bagged a lot of high scores and wins: 

  • UNCG won Spring 2025’s Playfly Grand Championship (a $2,000 prize).
  • UNCG beat more than 500 schools to secure the NECC Nationals’ collegiate league and the NACE championships for Super Smash Bros.
  • The Overwatch 2 squad placed in the Top 18 out of more than 300 schools nationally in the NACE playoffs.
  • The “Smash” team won the “Cavalier Clash” collegiate tournament in Virginia (a $1,300 prize pools).

Furthermore, the team currently has the top-ranked Smash player in North Carolina. Jordan Marelli is in the Top Three on the team and among the Top 150 players in North America. On the Overwatch side, Zobkiw started in the Platinum rank (Top 50%) and is now in High Master Tier (Top 2%).

“The most rewarding part of being on a team at UNCG has been the many social connections I’ve had the opportunity to make,” says Zobkiw. “I have made so many new friends this year because of my time on the esports team.”

They Play to Win, But All in Good Fun 

It may be Year Zero, but the groundwork had already been laid for a successful esports community at UNCG. The Esports club first took shape in 2012 as a League of Legends group. With the opening of the new Esports Arena in 2022, the momentum around the gaming community has held through each year.

As of Spring 2025, the club has around 1,600 members; 120 of them compete across 11 teams. Both teams attended tournaments in New York, Miami, Sandusky, Chicago, and other locations. Moreover, UNCG competes through three of the five big organizations: NACE, NACC, and Playfly.

Zobkiw says, “To any incoming students interested in esports I will say this: It can seem a bit intimidating at first to take a step into the arena, but once you do you will find the friendliest environment on campus. It offers so much, from new friendships to competitive opportunities, and I owe so much of my positive experiences at UNCG to the people there.”

What comes next after Year Zero? Dozens of students are asking about how to get involved. With all that excitement, UNCG Esports has proven they’re ready for the next stage.

And other teams better watch out! UNCG loves a challenge.

Story by Janet Imrick, University Communications; with contributions by Zach Ephlin, UNCG Esports
Photography by Sean Norona, University Communications; and Zach Ephlin, UNCG Esports

Gamers in esports arena.



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Jordan Warren Promoted to Head Coach of UAH Men’s Lacrosse

Story Links HUNTSVILLE | UAH Director of Athletics Dr. Cade Smith has announced the promotion of Jordan Warren to head coach of the UAH men’s lacrosse program after being the top assistant for the Chargers over the past four seasons.   “I am proud to announce Jordan Warren as the leader of […]

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HUNTSVILLE | UAH Director of Athletics Dr. Cade Smith has announced the promotion of Jordan Warren to head coach of the UAH men’s lacrosse program after being the top assistant for the Chargers over the past four seasons.
 
“I am proud to announce Jordan Warren as the leader of the UAH men’s lacrosse program,” Dr. Smith said. “Jordan is a person of incredible character and work ethic, which has helped mold the UAH men’s lacrosse culture over the past four years. I am excited to see him take the reins of the program and I believe he will continue to make a positive impact for UAH men’s lacrosse and the department as a whole.”
 
Warren has helped the Chargers achieve 29 wins in his time on the UAH bench, including back-to-back 10-win seasons in 2022 and 2023. In 2025, he mentored seven All-Peach Belt Conference honorees for the Chargers.
 
“Thank you to UAH President Dr. Chuck Karr and Dr. Smith for this opportunity to lead the UAH men’s lacrosse program,” Warren said. “I am honored to be named the fourth head coach in team history and I’m very excited for the future of our program. I plan to build on our past success and have a standard of culture that will help us accomplish our goals.”
 
Before Huntsville, Warren grew up in the Cumberland Valley of south-central Pennsylvania.
 
Upon graduation from high school Warren decided to forgo his college offers, choosing to enlist in the United States Marine Corps from 2008-2013. During his five-year enlistment Warren played for the Marine Corps lacrosse team and had the opportunity to play against Ryukyu University of Okinawa, Japan, in 2010.
 
During his enlistment Warren spent three years overseas serving tours to Afghanistan and the Pacific on the USS Bonhomme Richard. While stationed in Camp Pendleton California, Warren coached with the Carlsbad youth lacrosse program.
 
After earning his honorable discharge, Warren left the Marine Corps, enrolling and playing lacrosse at NCAA Division III Houghton College in western New York.
 
Additionally, Warren holds a degree from UAH with a Bachelor of Arts.



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PBC Releases Women’s Tennis Team of Academic Distinction

Story Links AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 women’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes. To be eligible for the team, a student-athlete must […]

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AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 women’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes.

To be eligible for the team, a student-athlete must 1) participate in at least half of his/her team’s events and be either a starter or significant contributor; 2) achieved a 3.50 cumulative grade point average (on a 4.0 scale) and 3) completed at least one full academic year at his or her current institution and has reached sophomore athletic eligibility. The Peach Belt Conference Sports Information Directors oversee the program.

Barnes & Noble College currently operates more than 1,400 campus bookstores and their school-branded e-commerce sites, serving more than 6 million college students and faculty nationwide. As a strategic partner, Barnes & Noble College is a retail and learning company. The company is headquartered in Basking Ridge, New Jersey.

 


























Name Institution Year Hometown GPA Major (Minor)
Annie Adams Columbus State Grad. Fortson, Ga. 3.50 Master of Business Administration
Madeline Barnes Georgia Southwestern Jr. Leesburg, Ga. 3.60 Accounting
Shradha Chhabra Georgia College & State University Sr. New Dehli, India 3.81 Psychology (Criminal Justice)
Luciana Bejarano Cuellar Augusta So. Santa Cruz, Bolivia 3.90 Business Administration
Melissa Duarte Georgia Southwestern So. Brasília, Brazil 3.59 Computer Science
Mille Elsborg Lander Sr. Roskilde, Denmark 3.81 Biology
Andrea Gonzalez Augusta Jr. Saltillo, Mexico 3.92 Business Administration
Nikoline Gullacksen Columbus State Jr. Helsingor, Denmark 3.81 International Business
Dana Heimen Flagler Jr. Ketsch, Germany 3.56 Business
Eryka Kruk Flagler Jr. Minsk, Belarus 3.86 Business
Sofia Lauretti Columbus State So. Rome, Italy 3.50 Business
Bailee Martin Lander Jr. Perth, Australia 3.90 Business Administration
Isadora Oliveira Columbus State Grad. Sao Paulo, Brazil 4.00 Cybersecurity
Julieta Palma Augusta So.

3.90 Business Administration
Laura Pesickova Columbus State Jr. Milevsko, Czech Republic 3.62 Business
Giovanna Piedemonte Patrocinio Augusta So. Sao Paulo, Brazil 3.50 Kinesiology
Hannah Panchal Lander Sr. Upminster, England 4.00 Exercise Science
Mariana Ramirez Columbus State Grad. Pereira, Colombia 3.83 Master of Business Administration
Chiara Santoro Georgia College & State University Sr. Santa Ursula, Spain 3.93 Exercise Science
Camila Taborga Augusta So. La Paz, Bolivia 3.61 Kinesiology
Victoria Conde Vendrell Georgia College & State University Jr. Paris, France 3.76 Psychology
Maria Jose Zarza Lander So. Asuncion, Paraguay 3.77 Business Administration



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PBC Announces Men’s Tennis Team of Academic Distinction

Story Links AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 men’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes. To be eligible for the team, a student-athlete must […]

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AUGUSTA, GA — The Peach Belt Conference has released the 2024-25 men’s tennis Team of Academic Distinction, presented by Barnes & Noble College.  The team is a part of the PBC’s larger initiative to celebrate the academic achievements of PBC student-athletes.

To be eligible for the team, a student-athlete must 1) participate in at least half of his/her team’s events and be either a starter or significant contributor; 2) achieved a 3.50 cumulative grade point average (on a 4.0 scale) and 3) completed at least one full academic year at his or her current institution and has reached sophomore athletic eligibility. The Peach Belt Conference Sports Information Directors oversee the program.

Barnes & Noble College currently operates more than 1,400 campus bookstores and their school-branded e-commerce sites, serving more than 6 million college students and faculty nationwide. As a strategic partner, Barnes & Noble College is a retail and learning company. The company is headquartered in Basking Ridge, New Jersey.

 

















Name Institution Year Hometown GPA Major (Minor)
Samer Al Tori Columbus State So. Bat Yam, Israel 3.90 Finance
Gabe Cizek Georgia College & State University Sr. Prague, Czech Republic 3.82 Exercise Science
Ludvig Danielsson Lander Sr. Ahus, Sweden 3.94 Business Administration
Aly El Rafie Flagler So. Cairo, Egypt 3.74 Finance
Ismail ElShafei Lander Jr. Cairo, Egypt 3.95 Data Science
Enzo Garutti Augusta Jr. Sao Jose do Rio Preto, Brazil 3.80 Business Administration
Mouad Naoui Lander Sr. Casablanca, Morocco 3.92 Business Administration
Rodrigo Perez Crespo Georgia College & State University Jr. Ourense, Spain 3.56 Marketing (Management Information Systems)
David Perret Augusta So. London, England 3.90 Business Administration
Andrea Sandrone Columbus State Jr. Saluzzo, Italy 3.50 International Business
Markus Sorenson Lander Sr. Oslo, Norway 3.93 Business Administration
Arthur Valette Augusta Jr. Lyon, France 3.94 Business Administration
Noe Villen Georgia College & State University So. Strasbourg, France 3.64 Finance



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