E-Sports
Game-changers shape tech through Esports
Creative problem-solving and nontraditional thinking are essential for success in the tech industry, and these qualities are often abundant among neurodivergent individuals. Trends show that an increasing number of companies are recognizing the value of neurodivergent talent within this industry and others. A new perspective on these individuals is emerging: one that moves beyond simple […]

Creative problem-solving and nontraditional thinking are essential for success in the tech industry, and these qualities are often abundant among neurodivergent individuals. Trends show that an increasing number of companies are recognizing the value of neurodivergent talent within this industry and others.
A new perspective on these individuals is emerging: one that moves beyond simple accommodation to truly embracing cognitive variability as a key to unlocking team performance and innovation.
According to Forbes, roughly 15-20% of people are considered neurodivergent, including those with autism, ADHD, dyslexia and anxiety. These individuals often bring strengths in pattern recognition, precision, creativity and resilience — critical assets in tech sectors like coding, data analysis and user experience (UX) design.
“When a neurodivergent student’s passion aligns with their work, their focus and precision become a powerful asset,” says Debbie Smith, vice president of economic empowerment for Easterseals Redwood.
E-Sports
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 […]

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.
E-Sports
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 […]

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 |
E-Sports
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 […]

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 |
E-Sports
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 […]

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

Submitted Photo
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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.
E-Sports
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, […]

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.
Copyright 2025 WIBW. All rights reserved.
E-Sports
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. […]

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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