E-Sports
Abu Dhabi unveils region’s first dual-certified video game design degree
Faculty training Rubika, a globally recognised French institution specialising in video game design, animation, and digital arts, will provide academic leadership, curriculum oversight, and faculty training. The school will also enable international exchange opportunities with its global campuses, bringing international best practices to Abu Dhabi.“Our strategy is to establish ourselves in regions with a strong […]
Faculty training
Rubika, a globally recognised French institution specialising in video game design, animation, and digital arts, will provide academic leadership, curriculum oversight, and faculty training. The school will also enable international exchange opportunities with its global campuses, bringing international best practices to Abu Dhabi.
“Our strategy is to establish ourselves in regions with a strong cultural heritage. By leveraging their creativity, the students in our programmes are encouraged to draw from their own cultural roots to contribute to the enrichment of global culture through video games and animated films,” Dr Andre noted.
E-Sports
Octoplay makes US market debut through BetMGM NJ strategic partnership – Casino & games
Octoplay continues its series of successful partnerships by joining forces with BetMGM, a leading iGaming and sports betting operator, for its highly anticipated United States market debut in New Jersey. This landmark entry into the United States marks a pivotal moment in Octoplay’s North American expansion strategy, bringing its premium product portfolio to American players. […]

Octoplay continues its series of successful partnerships by joining forces with BetMGM, a leading iGaming and sports betting operator, for its highly anticipated United States market debut in New Jersey.
This landmark entry into the United States marks a pivotal moment in Octoplay’s North American expansion strategy, bringing its premium product portfolio to American players. The strategic partnership with BetMGM establishes Octoplay’s first active US collaboration and follows the company’s recently obtained Michigan provisional licence, setting the stage for an accelerated North American rollout in 2025.
This partnership builds on Octoplay’s successful collaboration with BetMGM in Ontario, where the company first debuted Jackpot Blitz – a bespoke version of its popular jackpot system built in close collaboration with BetMGM. With active licences in the UK, Sweden, Malta, Ontario, Greece, Romania, Slovakia, Denmark, Italy, Belgium and the Netherlands, and a provisional licence in Michigan, Octoplay advances its strategic market roadmap in key jurisdictions worldwide.
“Our New Jersey launch with BetMGM represents a key milestone in our North American strategy” says Ralitsa Georgieva, director of business development at Octoplay. “This partnership connects our content with players in the largest US iGaming market, providing a foundation for our continued expansion across North America in 2025.”
Oliver Bartlett, VP of gaming, BetMGM, said: “We are pleased to partner with Octoplay for their US debut. Based on the strong performance in other markets and Octoplay’s premium game portfolio, we are confident the content will be a success in New Jersey.”
The integration with BetMGM marks a significant step in Octoplay’s North American strategy. With New Jersey serving as Octoplay’s gateway to the biggest iGaming market, the company stands ready to bring its proven European success to American players throughout 2025 and beyond.
E-Sports
Esports Market Worth USD 16.7 billion by 2033
The global Esports market is set to expand at an impressive pace, with its value projected to rise from USD 2.3 billion in 2023 to approximately USD 16.7 billion by 2033. This robust growth represents a CAGR of 21.9% between 2024 and 2033. The surge in market size is being driven by the increasing professionalisation […]

The global Esports market is set to expand at an impressive pace, with its value projected to rise from USD 2.3 billion in 2023 to approximately USD 16.7 billion by 2033. This robust growth represents a CAGR of 21.9% between 2024 and 2033. The surge in market size is being driven by the increasing professionalisation of competitive gaming, rising audience engagement through streaming platforms, and growing brand investments in sponsorships and advertising.
The primary demand drivers in esports are rooted in evolving consumer entertainment behaviour and demographic shifts. Younger generations increasingly regard digital interactive content as mainstream entertainment, with a transition from passive viewership to active participation within gaming communities. In regions like Asia‑Pacific and India, improving connectivity and a boom in mobile device penetration have unlocked immense new audiences.
For instance, India now ranks among the largest mobile gaming markets by downloads and engagement. As gaming culture becomes ingrained in social lifestyles, a cyclical effect emerges: more participants fuel richer tournaments, which in turn attract larger audiences and sponsorships.
Key Insights Summary
The global eSports market is projected to reach USD 16.7 Billion by 2033, rising from USD 2.3 Billion in 2023, at a strong CAGR of 21.9%, driven by digital viewership, brand partnerships, and monetisation innovation.
The live-streaming segment dominated in 2023 with a 63.1% share, reflecting the central role of platforms like Twitch, YouTube Gaming, and Facebook Gaming in audience engagement and real-time interaction.
Media rights contributed over 27% of the market, showing growing investment by broadcasters and digital platforms to secure exclusive content and expand audience reach.
North America led the global eSports market with a 36.3% share in 2023, generating approximately USD 0.83 Billion, supported by robust infrastructure, franchise leagues, and high brand spending.
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eSports statistics
As per the latest insights from explodingtopics, The global eSports industry is now valued at over USD 1.6 Billion, reflecting its rapid evolution into a major entertainment and media sector.
The U.S. eSports market leads globally at USD 1.07 Billion, surpassing China and driven by strong sponsorship, media rights, and collegiate league growth.
Dota 2’s total prize pool in 2023 reached nearly USD 30 Million, maintaining its reputation as one of the highest-paying titles in competitive gaming.
TSM holds the top spot as the most valuable eSports team, with an estimated valuation of USD 540 Million, supported by diversified revenue from sponsorships, streaming, and branded content.
The top-earning eSports player has amassed over USD 7 Million, highlighting the growing financial potential and professionalisation of elite competitive players.
Based on data from Influencer Marketing Hub, 43% of U.S. adults aged 18-34 identify as avid or casual fans of eSports, signalling strong engagement from Gen Z and Millennials.
League of Legends World Championship 2023 drew a record-breaking 6.4 million peak viewers, making it the most-watched eSports event in history.
66% of all eSports content in 2023 was consumed through official channels, indicating increased reliance on structured broadcasting and content partnerships to reach audiences.
Role of AI on esports
The integration of artificial intelligence has emerged as a transformative force within esports, reshaping its competitive and commercial dimensions. This evolution is driven by profound advancements in AI technologies, which are now central to player development, fan engagement, tournament integrity, and monetisation strategies. As esports scales into a mainstream global entertainment phenomenon, AI is being leveraged to optimize every facet of the ecosystem, conferring strategic advantage and unlocking new revenue pathways.
Player Performance Enhancements: In competitive training, AI-driven systems deliver personalised coaching and real‑time feedback. Projects like Razer’s Project AVA analyse in‑game data mid‑match, dynamically advising on tactics such as positioning and item use. Concurrently, platforms like Mobalytics and Aimlabs utilise machine learning to highlight performance gaps and tailor practice drills, enabling players to elevate skills more efficiently . These advances have fundamentally transformed preparation regimens, making them data‑centred and adaptive.
Strategic Intelligence & Analytics: AI is streamlining strategic decision‑making through telemetry analysis and predictive modelling. Emerging academic frameworks, including PandaSkill, leverage data-driven rating systems to assess individual impact and forecast match outcomes with improved accuracy. Match-event prediction tools enhance analyst insights, enabling commentators to anticipate critical game moments and engage audiences more deeply. This fusion of analytics and strategy places esports on par with data‑rich traditional sports.
Integrity & Cheating Prevention: As prize pools and viewership soar, safeguarding fairness becomes essential. AI systems are being deployed to identify cheating patterns through anomaly detection and monitor suspicious behaviour in real time. These automated safeguards enhance tournament credibility and reinforce community trust, which are foundational for professional growth and sponsorship viability. Furthermore, automated moderation and rule enforcement via AI reduce oversight costs and human error.
Spectator Experience and Engagement: AI is enhancing broadcast and streaming experiences through personalised content and intelligent production. Machine learning enables dynamic camera control, real‑time highlights, and fan‑centric overlays that display predictive odds, player stats, and strategic narratives. Additionally, AI tools assist sponsors and brands by profiling influencers and optimising audience targeting, thereby improving advertising efficiency . This convergence of content enhancement and marketing effectiveness is redefining engagement.
Operational Efficiency & Ecosystem Support: Behind the scenes, AI automates scouting, scheduling, and tournament logistics. Esports organisations leverage AI for talent identification, analysing video data to assess performance potential. AI-based scheduling tools reduce conflicts and ensure optimal match times for global audiences. These applications improve efficiency for teams, leagues, and platform providers, enabling consistent, scalable operations.
Investment Horizon and Ethical Implications: Investment interest is intensifying in AI platforms that specialise in AI coaching, analytics, integrity systems, and fan engagement technologies. Regulatory frameworks concerning data privacy, consent, and algorithmic ethics are evolving to address biometric tracking and content moderation concerns. Future opportunities will likely converge on AI-powered esports integration within broader entertainment, including crossover formats like phygital sports and emerging Olympic‑style events.
Regional Highlights: A Global Perspective
In 2023, North America maintained a leading position in the global esports landscape, capturing over 36.3% of the market share and generating around USD 0.83 billion in revenue. The region’s dominance can be attributed to strong infrastructure, a high concentration of esports organizations, and a well-developed ecosystem of tournaments, media rights, and merchandising. With growing institutional support and the integration of esports into educational programs and traditional sports leagues, North America is expected to continue playing a key role in shaping the industry’s future.
The region has benefited from a well-established digital infrastructure and high-speed internet penetration, which has enabled widespread access to streaming platforms and competitive gaming. Additionally, a robust ecosystem of professional leagues, particularly in games like League of Legends, Call of Duty, and Overwatch, has attracted large audiences and sustained commercial interest. These leagues are often backed by major media companies and receive investments from both endemic and non-endemic sponsors, creating a strong revenue base through media rights, sponsorships, ticket sales, and merchandising.
Moreover, North America is home to many leading esports organizations, tournament organisers, and tech firms that actively invest in content creation, athlete training, and cross-platform engagement. The region also shows a high degree of consumer monetisation, where fans are more likely to spend on merchandise, game passes, virtual items, and event attendance compared to other regions. This consumer behaviour has further strengthened revenue generation.
Emerging Trend
Rise of Mobile-First Esports Ecosystems
A key emerging trend in the esports sector is the rapid shift towards mobile-first engagement. Unlike earlier years when PC and console platforms dominated, today a large part of the esports audience consumes content primarily through smartphones and tablets. This transition is particularly evident in regions like Southeast Asia, India, and Latin America, where mobile internet penetration is high and gaming habits are deeply integrated into daily life. Mobile platforms such as YouTube Gaming, TikTok Live, and Facebook Gaming are seeing increased esports viewership.
The convenience of on-the-go streaming, interactive content, and affordable mobile game titles like PUBG Mobile, Free Fire, and Mobile Legends have fuelled this momentum. Developers and tournament organisers are optimising broadcast formats, camera angles, and in-game overlays to suit small screens and shorter attention spans. The growing adoption of mobile-first strategies has not only expanded the reach of esports but is also reshaping monetisation strategies through mobile-specific ad formats, influencer integrations, and real-time audience participation features.
Top Market Driver
AI-Based Sponsorship and Monetisation Analytics
The primary driver of growth in the esports market is the adoption of advanced artificial intelligence tools for sponsorship analytics. As brand investments in esports grow, sponsors demand clear data on return on investment (ROI). To meet this requirement, AI-powered platforms are being deployed to analyse broadcast footage, track logo placements, and calculate viewable impressions across various channels, including Twitch, YouTube, and social media.
These tools can also identify audience engagement patterns, segment viewers by demographics, and suggest optimal ad placement strategies. For esports teams and event organisers, this means they can now offer data-backed reports to sponsors, making partnerships more transparent and performance-driven. The shift from qualitative to quantitative sponsorship management has attracted new advertisers from outside the gaming industry, such as fintech, FMCG, and telecommunications.
Key Market Restraint
Monetisation Pressure and Regulatory Oversight
Despite impressive audience growth, monetisation remains a serious restraint in the esports industry. Many game publishers and organisers continue to struggle with converting viewership into sustainable revenue. Traditional revenue channels like advertisements, in-game purchases, and merchandise are not growing fast enough to match the rising operational costs of tournaments, player salaries, and digital infrastructure. Moreover, increasing regulatory scrutiny – especially around loot boxes and pay-to-win mechanics – is putting pressure on monetisation models.
Countries like Belgium and the Netherlands have already restricted or banned loot box mechanics, classifying them as gambling. These regulatory actions are forcing publishers to reconsider their monetisation structures, particularly for games aimed at younger audiences. On top of this, the esports market faces growing competition from other forms of entertainment such as short-form video platforms, live sports, and streaming services.
Opportunity
Institutional Recognition and Olympic Integration
One of the most transformative opportunities for the esports sector lies in its growing recognition by global institutions, particularly through integration into Olympic frameworks. The International Olympic Committee (IOC) has taken major steps to formalise esports by announcing the inaugural Olympic Esports Games scheduled for 2027 in Riyadh.
This move follows the success of the Olympic Esports Week held in Singapore, which featured competitions in chess, racing, and virtual sports. Additionally, national governments such as Saudi Arabia are heavily investing in esports infrastructure, hosting the Esports World Cup with a record-setting prize pool. This institutional support offers esports not only increased global legitimacy but also the opportunity to access traditional sports funding, corporate sponsorships, and infrastructure development.
Challenge
Maintaining Competitive Integrity and Anti-Cheating Standards
A significant challenge facing the esports industry is ensuring competitive integrity across all levels of gameplay. As tournaments scale globally and prize pools increase, the risk of cheating, match-fixing, and unauthorised account use has grown substantially. The use of third-party software, hardware exploits, and even AI bots has raised serious concerns among regulators and event organisers.
For instance, countries like Mexico are implementing biometric authentication and “World ID” systems to confirm player identity and prevent fraudulent behavior during online and offline tournaments. These systems, however, raise concerns around privacy, accessibility, and operational cost- especially for smaller organisers. Ensuring consistent enforcement of anti-cheating protocols across different regions, platforms, and titles remains a complex task.
Conclusion
In conclusion, the esports market is undergoing structured growth characterised by expanding global audiences, advancing digital infrastructure, and ecosystem investment. Long‑term value will be generated by synchronising audience engagement, technological adoption, and strategic capital deployment. The result is a maturing entertainment industry that blends human passion with digital innovation, positioning esports as a mainstream cultural and commercial phenomenon.
E-Sports
CSU’s Eison Earns ABCA Southeast Region All-Defensive Team Honors
Story Links GREENSBORO, N.C. – Columbus State University baseball outfielder Cole Eison was named to the 2025 the American Baseball Coaches Association (ABCA) Division II Southeast Region All-Defensive Team, the national association announced late last week. The sophomore out of Winston, Ga. recorded a perfect 1.000 fielding percentage with 130 putouts and […]

GREENSBORO, N.C. – Columbus State University baseball outfielder Cole Eison was named to the 2025 the American Baseball Coaches Association (ABCA) Division II Southeast Region All-Defensive Team, the national association announced late last week.
The sophomore out of Winston, Ga. recorded a perfect 1.000 fielding percentage with 130 putouts and three assists. Eison earned was a Second-Team All-PBC selection in the outfield.
Players that were selected to the All-Defensive teams were eligible for ABCA/Rawlings Gold Glove honors which were announced on Wednesday, June 18.
About the ABCA
Founded in 1945, the American Baseball Coaches Association is the primary professional organization for baseball coaches at the amateur level. Over 15,000 members represent all 50 states and 41 countries. Since its initial meeting of 27 college baseball coaches in June 1945, Association membership has broadened to include nine divisions: NCAA Division I, II and III, NAIA, NJCAA, Pacific Association Division, High School, Youth and Travel.
E-Sports
Alex Dao Joins EA to Build Out the Gaming Giant’s Ad Business
Former Snap executive Alex Dao has joined Electronic Arts in a new role that will unite the gaming brand’s creative advertising and sponsorship capabilities. He is tasked with building EA’s brand partnerships without disrupting the gaming giant’s global user experience. He is tasked with building EA’s brand partnerships that simultaneously don’t annoy the gaming giant’s […]

Former Snap executive Alex Dao has joined Electronic Arts in a new role that will unite the gaming brand’s creative advertising and sponsorship capabilities. He is tasked with building EA’s brand partnerships without disrupting the gaming giant’s global user experience.
He is tasked with building EA’s brand partnerships that simultaneously don’t annoy the gaming giant’s global user base.
Dao previously held roles in sales, account management, and business development at Yahoo, Criteo, and Amazon before arriving at Snap in 2019. While at Snap, he rose to managing director of global agencies and sales partnerships in 2023 and expanded the platform’s agency partner program earlier this year.
In a statement, Juliet Niczewicz, senior director of corporate communications at EA, said Dao “brings a wealth of experience in building and partnering with agencies and brands … With [him] joining the team, EA is driving the opportunity for brands to show up in ways that are meaningful, contextually relevant, and creatively powerful.”
Dao’s hiring is part of a broader shift in EA’s ad business. CEO Andrew Wilson announced plans to establish an ad network during last year’s earnings call. As companies seek advertising revenue, they face challenges such as a lack of standardized measurement, competition with e-commerce giants, and costly infrastructure investment.
To EA’s advantage, the company has years of first-party data from its “player graph,” an ID set aggregating play history and preferences used by developers and marketers. Still, adding ads carries risk, as gamers often view them as disruptive to the gaming experience.
Dao’s role seems to be gamer-centric when it comes to brands’ presence in games. Signaling his philosophy on authenticity and engagement, Dao offered advice to brands in a June 2024 issue of Ipsos’ What the Future. “[O]ptimizing toward happiness and not just pure growth numbers and engagement metrics and likes is the future because people care about connections and happiness,” he said.
Separately, EA recently switched up its agency roster for its own advertising spend. In March, EA selected GroupM as its media agency of record, ousting incumbent T&Pm after a six-month review as the company revamps its global media-buying strategy.
E-Sports
What’s keeping women out of the video game world
She wanted a low-stakes extracurricular to enjoy with her friends: something new that didn’t have to be graded. She thought competitive video games might be the ticket. Michele Kasama is a straight-A, Grade 11 student at G.W. Graham Secondary School in Chilliwack. Her after-school time is divided between studying and her part-time job, but it […]


She wanted a low-stakes extracurricular to enjoy with her friends: something new that didn’t have to be graded. She thought competitive video games might be the ticket.
Michele Kasama is a straight-A, Grade 11 student at G.W. Graham Secondary School in Chilliwack. Her after-school time is divided between studying and her part-time job, but it can be a struggle to balance the demands of high school with an enjoyment of teenagehood.
When she heard about the new competitive video game league starting at her school, she and some friends decided to join. So what if she barely knew how to hold a controller?
“I wanted to learn how to play,” she said. “I don’t do computer games. I have, like, zero skills. I have no clue. I had friends and they knew how to do it, I thought it would be something fun to do together.”
Her friends turned out to be onto something. Video games were a blast. Kasama and her friends had joined a small group of girls who banded together in computer-teacher Jenny Cho’s room during lunch hours to play. But gaming was also embarrassing, Kasama said. With so little knowledge of the controls, Kasama died almost instantly each game. And when she played against some of the boys during G.W. Graham’s in-school eSports tournament, the challenges were even more pronounced.
“My brain wasn’t connected to my fingers. My fingers just landed wherever they wanted,” she said.
That’s all changing. She has improved significantly over the last year, thanks to practice and support from her fellow girl gamers.
“I know a little bit more strategy,” she said. “It takes a little bit longer to kill me.”
But the need for all that practice highlights some of the challenges of gaming while female.
“With the [girls], I was a little bit more comfortable,” Kasama said. “But when I played with the guys, they were a little bit more brutal about it.”
When I visited Chris Bonshor’s classroom in March—and got my butt whooped in Super Smash Bros.—the room was filled almost entirely with teen boys. Teen boys hanging around a table, eating McDonalds. Teen boys standing in a corner discussing gaming tactics. Teen boys in Pokemon t-shirts, teen boys in Xbox hoodies, teen boys in NASA ball caps.
There was one girl seated by herself, and she left without playing a game.
It wasn’t unexpected. The video game world is rife with testosterone—often toxically so. Women who play video games are often subject to significant harassment from their male counterparts. Some female gamers hide their gender while playing—using masculine usernames and avoiding verbal communication—in an attempt to avoid the harassment that comes with gaming while female.
Gamergate—an online harassment campaign that targeted women in the video game industry in 2014 and 2015—is one example of co-ordinated attacks on female gamers, although it is by no means the only one. Gamergate was simply an expression of long-standing misogyny in gaming, Adrienne Shaw, an associate professor of gender and video games at Temple University, told Folklife Magazine: “It’s something that has existed, and it was just particularly loud at that particular moment. But it never really went away.”
These issues and others create a series of complex challenges that prevent girls from starting to play video games—or discourage those who do try. That results in fewer women at the highest levels of gaming—both on the playing and development sides. Only a quarter of all people employed at Canadian video game companies are women, and female players are significantly underrepresented at the elite levels of play.
Some argue the situation will improve as more women fight their way into the industry and achieve accolades and admiration. Melissa Burns isn’t so sure fighting for representation is the silver bullet some think it is.
Burns is a longtime gamer and CEO of eSports Canada, an organization that promotes eSports at the elementary and high school levels. When I called her in March, her voice was bubbly and distinctly feminine—something that would sound like a clear target in an online multiplayer game.
“In eSports, it is not always a welcoming face for a lot of under-represented individuals, whether that be your sexuality, your gender, your ethnic background, your cultural background,” she said. “I noticed it a lot in [in-game communications]—so when you’re in-game, you talk to your teammates—and I experienced a lot of discrimination in those spaces.”
When she started developing eSports programs for the students at her Manitoba school, she thought her being a woman gamer would help more girls show up to play. That turned out to not be the case.
“I was the visible role model that should encourage them to come like I’m here. I’m a girl. I am gaming,” she said. “And they didn’t come. I was absolutely shocked.”
The results were the same for the following year of Burns’ eSports program. But in the third year, she added a practice that was just for girls and gender diverse players. That was a success. Girls flocked to the female-only space, while boys continued to dominate the open practice time.
Cho is considering something similar for G.W. Graham next year.
“Girls are equally capable, but they don’t express as much confidence,” Cho said. “Sometimes you have to give them opportunities to be separate and do it until they’re comfortable.”
Cho had been doing that in a less intentional way this past school year. As the only female teacher in the eSports league, her room had become the de facto girls gaming club. Although any students were welcome anywhere, the girls gravitated towards Cho.
“I had girls coming out regularly to play, but it did take some time to convince them that they could be in the tournament,” Cho said. “I had to go and convince the girls, ‘Yes, you can play. You don’t have to win.’”
Kasama was one of the girls in Cho’s group who did decide to join the tournament. She said the boys were “more brutal” than the girls when she played. That brutality wasn’t personal, it was competitive. But the girls were more likely to help her figure out the controls and fighting combinations while they played to win, she said.
To me, Bonshor’s classroom didn’t feel like a toxic environment: the teen boys were pleasant, if competitive, and were kind to this female gamer (although I am admittedly twice their age and a journalist). But the teachers did notice differences in the play styles of the girl and guy gamers that back up Kasama’s experience.
“When girls were on the switch and the boys came in, [the boys] kind of wanted to play on their own,” Cho said. “Not because they don’t want to play with girls, but the style is very different.
“The guys are competing to compete,” she continued. “The girls are competing as well, because they want to win, but they do it in a more teamwork kind of way … They’re more verbally supportive of each other as they play.”
Some of the girls, like Kasama, came into the eSports league with little to no experience with video games. (It’s unclear how many boys came into the league with no experience gaming.) The learning curve was steep, and it mirrors what Cho has seen in tech over her decades as a woman in tech.
Before the 1980s, the proportion of women in university-level computer science courses was rising and on par with increases in law, medicine, and the physical sciences. But in 1984, something changed.
An article published by NPR’s Planet Money points to the introduction of the personal computer. Marketed almost exclusively to boys, the personal computer created a divide between the haves and the have-nots; the people who knew how computers worked and those who were just beginning to learn.
“I’m old enough to have gone through that era, so I remember it,” Cho said.
“Before the personal computer, computer science professors would assume that you didn’t know anything and start from there,” she said. “But after the personal computer was introduced, there was a lot of assumed knowledge. So if you’re a girl during that era, and you didn’t have access to a computer, you wouldn’t have that assumed knowledge, and so you would be behind, so then it sort of just exacerbated.”
Today, more and more girls are signing up for computer science courses in university. But the lingering effects of the boy-centric personal-computer era are still being felt today. Computer games continue to be marketed largely towards boys, with female characters often hypersexualized or missing entirely. New players, like Kasama, often struggle to play with their peers who have years more experience gaming.
She believes that more support for new gamers in a female-only space would help make many girls feel more comfortable in eSports.
“When you are safe to say what you want, you know that it’s going to be fine,” she said. “All the girls are welcome, and no matter how badly you fail, the other girls are there to support [you] and teach [you] how to play.
“We need to teach people how to play instead of just throwing them in and expecting them to know how to play, because that’s kind of how I had to learn.”
That is part of Cho’s plan for next year. She is working to make her computer lab feel more welcoming, and plans to focus on a few female-specific courses to introduce more girls to tech and gaming, while discussing the history of gender in gaming spaces.
Kasama will be back in Cho’s room in her Grade 12 year, ready to play video games with a little more experience under her belt. She hopes that more girls will join her, and that they will be able to support each other as they battle it out in Super Smash Bros. and other games.
“I hope that there’ll be girls who feel a lot more comfortable when they want to play,” Kasama said. “They won’t be ashamed because they are just in a room with the other guys intimidating them with their playing skills.
“They’ll be more free to play and fail, and knowing that they can still play without people making fun of them or judging them for their bad playing skills.”
E-Sports
RSF School board considers bringing in after-school esports at Rowe – San Diego Union-Tribune
The Rancho Santa Fe School District is exploring adding esports to its after-school offerings in the next school year. For those not in the know, esports or electronic sports is organized competitive video gaming—it’s now a CIF-sanctioned sport. For the after-school program, the district is considering a partnership with the Unified ESports League. According to […]

The Rancho Santa Fe School District is exploring adding esports to its after-school offerings in the next school year.
For those not in the know, esports or electronic sports is organized competitive video gaming—it’s now a CIF-sanctioned sport. For the after-school program, the district is considering a partnership with the Unified ESports League. According to founder and CEO Matthew Iske, United Esports uses gaming as a launchpad to help kids who spend too much time on their iPads or Nintendo Switches, helping to get them out of their rooms and engaging with peers, developing teamwork and communication skills, and exploring technology fields.
Locally, Unified ESports has programs at Mission Estancia in the Encinitas Union School District and schools in the San Diego and Poway Unified School Districts.
United Esports will supply all of the funding to transform a R. Roger Rowe School classroom into a gaming center with consoles, gaming chairs and framed esports jerseys on the wall from colleges such as UC San Diego and Georgia Tech, who field esports teams. As esports can be a way to help students with special needs, the program is offered free for clients of the San Diego Regional Center, which provides services to people with developmental disabilities.
All students who love gaming will also be able to join the program for a cost, opting to come a couple of times a week or daily after school.
During a presentation before the board on June 17, Iske said the games that the kids play during structured play sessions are selected with intention. Nothing involves violence; students play games such as Super Smash Bros., NBA2K, Madden NFL, League of Legends or a game called Overcooked! that simulates the experience of running a restaurant and working as a team. Kids also explore drone piloting and driving simulators, artificial intelligence, and can learn how to use tech to make art and music.
As Iske explained, the two-hour program also includes daily communication goals and a physical health and wellness curriculum —students learn how to have a healthy relationship with technology through the benefits of good posture, physical activity and nutrition: “You have to have a healthy mind and body to be a good gamer,” he said.
According to research conducted by UC Irvine, Iske said schools that employ esports programs can see as much as a 10% increase in school attendance and a 1.6 % improvement in student GPA.
Board members like Annette Ross were a little hesitant about the program, given just this school year they passed a new policy prohibiting electronic signaling devices from being out and on during the school day. Board Vice President Kerry Vinci said that his heart is in encouraging students to get outside.
Superintendent Kim Pinkerton said as an educational institution, they are always looking to provide a wide variety of after-school options for kids to learn, whether they are an athlete, artist or into robotics, which shares some similarities with esports.
“We’re providing an opportunity for students who have individual needs to be able to have interaction with peers and access to a safe environment where they can learn and learn safely…what it means to utilize (technology) for fun or work,” Pinkerton said.
Pinkerton said the contract will be brought back before the board for approval at a future board meeting.
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