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Inside the Life of a Pro Esports Player: Training, Pressure, and Paychecks

Being a professional esports player in 2025 sounds like a dream job to many. You get paid to play video games. You travel the world, get sponsorship contracts from brands like the 777, compete in tournaments, and have fans cheering you on. Just like traditional sports athletes, pro gamers live a life full of pressure […]

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Being a professional esports player in 2025 sounds like a dream job to many. You get paid to play video games. You travel the world, get sponsorship contracts from brands like the 777, compete in tournaments, and have fans cheering you on. Just like traditional sports athletes, pro gamers live a life full of pressure and discipline.

The Training Never Stops

Many people think pro players just sit and play for fun. But that’s not the case. Pro gamers train every day, sometimes for 8 to 12 hours. It’s not just playing casually. They follow strict schedules, focus on improving skills, and work with their teams to win matches.

Each game is different, but in general, training includes:

  • Playing ranked matches to stay sharp
  • Studying other teams to learn strategies
  • Reviewing game footage to fix mistakes
  • Team scrims (practice games against other teams)
  • Working with coaches to improve aim, tactics, and teamwork

Just like in sports, training also means warming up, keeping focus, and staying mentally strong. Some players even work with sports psychologists to stay calm during big matches.

Training doesn’t only happen on the screen. Many pro teams now include fitness routines too. Simple exercise helps players sit longer without pain, improves focus, and keeps them healthy. Sleep and food are also important. A tired or sick player won’t perform well, no matter how skilled they are.

The Pressure Is Real

Being a pro gamer comes with a lot of stress. Every match matters. Fans are watching. Sponsors expect results. And if you lose, social media can be harsh. Most players start their careers young — sometimes at 16 or 17. By their early 20s, they are already competing at the highest level. That’s a lot of pressure for someone still learning about life. One bad season can end a career. Some games change often with updates or new characters. What worked last month might not work today. Players have to adapt fast or fall behind.

To deal with this, many teams now have mental health support. Coaches encourage breaks, rest days, and open talks about stress. This helps players stay in the game longer and feel better overall.

How Much Do They Get Paid?

Money in esports has grown a lot. In 2025, top players can earn big paychecks. But not every pro is rich. Just like in sports, the top players and teams earn the most, while others make less. In total, a successful pro player can make hundreds of thousands of dollars per year. The very best players in the world may earn over $1 million a year, combining salary, prize money, and other income.

But it’s not guaranteed. Esports careers can be short. A few bad months, a new game update, or even an injury can end it all. That’s why smart players save money and think about the future too.

Travel and Fame

Pro players travel a lot. Big tournaments happen all over the world. Most of them are held in Seoul, Berlin, Los Angeles, or Tokyo. Teams fly to events, stay in hotels, and play in front of live crowds or massive online audiences.

This trip can be fun, but also tiring. Jet lag, different time zones, and constant practice make it hard to rest. Sometimes players barely get to enjoy the cities they visit — they’re too busy training or preparing for the next match.

As for fame, top players are treated like celebrities. They have fans asking for selfies, signing autographs, and cheering in arenas. Some even have millions of followers online.

But fame isn’t always easy. Players get messages from strangers, not all of them kind. If they make a mistake or lose a big game, some fans will blame them or leave bad comments. That kind of attention can hurt mental health, especially for young players.

Life After Esports

Most pro esports players don’t stay in the game forever. The average esports career lasts just a few years. Reaction times slow down. New players enter the scene. Games change. So what happens after the pro days are over?

Many players move on to related jobs. Some become:

  • Coaches for younger teams
  • Streamers or content creators
  • Game testers or work with developers
  • Managers or business owners in esports

Others go back to school or start new careers outside gaming. Teams and leagues now offer career support and education to help players plan for the future.

It’s Not Just a Game

The life of a pro esports player in 2025 demands more than constant gaming throughout the day. The position requires full dedication because it functions as a complete employment with multiple important duties. The weekly demands on pro players include intense training alongside health maintenance and constant pressure. To succeed in esports players need to maintain good relationships with their fans while working with sponsors and planning their lives after competitive gaming. It’s not easy. The gaming world offers an incredible career path to those who combine their passion for games with teamwork and competitive spirit. The career path allows you to connect with global fans while performing in front of enthusiastic audiences and become part of a major organization.

Esports has evolved beyond recreational entertainment to become a genuine athletic competition that produces authentic sports celebrities. Professional gamers dedicate themselves through intense training and smart preparation to achieve maximum performance. Professional gamers experience numerous obstacles but they also receive opportunities to develop themselves while earning money and motivating others. Your path to becoming a professional starts with small beginnings followed by extensive practice and maintaining equilibrium. The path to professional success requires both natural ability and strict discipline but the correct mental approach makes it achievable.



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‘FIFA Rivals’ Launches—Why Mythical Games Thinks It’ll Hit Bigger Than ‘NFL Rivals’

In brief Mobile soccer game FIFA Rivals launched on Thursday, developed by Mythical Games, the studio behind NFL Rivals. John Linden, co-founder and CEO of Mythical Games, told Decrypt that the game could be 20 times larger than NFL Rivals. He pointed to the sheer size of the soccer fanbase, comparative video games, and the […]

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In brief

  • Mobile soccer game FIFA Rivals launched on Thursday, developed by Mythical Games, the studio behind NFL Rivals.
  • John Linden, co-founder and CEO of Mythical Games, told Decrypt that the game could be 20 times larger than NFL Rivals.
  • He pointed to the sheer size of the soccer fanbase, comparative video games, and the number of brands looking to get involved.

FIFA Rivals launched across iOS and Android on Thursday, and developer Mythical Games believes that the mobile blockchain game could make a massively larger impact than its earlier American football game, NFL Rivals.

The licensed mobile soccer game is rolling out with a multi-year licensing agreement with giant sportswear brand Adidas. As a result, the game will feature Adidas-sponsored athletes, including Lionel Messi—widely considered one of the greatest soccer players of all time—along with collectible, tradable gear.

John Linden, co-founder and CEO of Mythical Games, told Decrypt that announcing the game was an eye-opening experience, as the studio felt the full force of soccer’s (or football’s) international popularity. Major brands, athletes, football organizations, and even the government of a small country have reached out to get involved in the game, he said.

“The affinity to football is just so much greater than anything I think I’ve ever understood,” Linden explained. “The addressable market of football worldwide is a little over half of the world’s population—roughly five billion consumers around the world—so it’s a big market for us.”

Mythical Games launched NFL Rivals two years ago, which it defines as a success with over seven million players to date. But Linden believes that FIFA Rivals could be 20 times bigger. This figure comes from his comparison of existing soccer games to American football games.

It’s not an apples-to-apples comparison, but the PC version of top soccer game EA FC 25 had 108,534 concurrent players at its all-time peak in January, according to Steam Charts. When compared to Madden NFL 25’s high of 5,905 in December, the sheer size of soccer is apparent—18 times bigger, to be precise.

And a free-to-play mobile game like FIFA Rivals is bound to reach a much wider audience, including casual players. For example, EA FC Mobile has racked up more than 500 million downloads on Android alone, not counting the iOS audience. That potential reach has propelled partnership interest around FIFA Rivals, Linden said.

“We’re getting hit up on a very global basis. We’re seeing interest from countries that are normally overlooked by game developers, just because it’s not necessarily a top 10 market,” Linden told Decrypt. “I won’t mention the country yet, but [the governing body] reached out, and said: Look, we have to partner with you, because this game will be massive in our country.”

Mythical Games added that Adidas is just the tip of the iceberg in terms of brand partnerships. Linden said there has been interest in groups that the studio has never worked with before, such as telecom firms.

The blockchain gaming studio undoubtedly hopes for such success, having signed a contract with FIFA that will run through “multiple sets of World Cups”—the quadrennial soccer tournament that next returns in 2026.

FIFA recently announced that it will migrate its NFT collectibles platform FIFA Collect to its own Avalanche L1 blockchain, departing Algorand in the process. FIFA Rivals, meanwhile, is built on the Mythos chain, a Polkadot-based gaming network that was spearheaded by Mythical Games.

Linden added that FIFA has reached out to Mythical Games to try to “make some things happen” on FIFA’s Avalanche L1. 

Lessons from the field

Through two years of supporting NFL Rivals, Linden said the studio has learned how to balance its “living economy,” which allows players to freely trade in-game players like Kansas City Chiefs quarterback Patrick Mahomes. The challenge was figuring out how to make assets for new seasons feel valuable without crashing the price of old ones. 

Now, as NFL Rivals enters the third season in August, Mythical Games is “doubling, tripling down” on the product now that it is well past the economic experimentation phase. 

“We’re going to be adding a lot more marketing now that we’re very confident in what works and what doesn’t,” Linden told Decrypt. “We’re going [to add] a lot more quality—a lot more focus on PvP, where you’ll see brand new animation models, you’ll see brand new characters, and you’re gonna see brand new stadiums.”

From this experience, Mythical Games has taken a number of learnings into the launch of FIFA Rivals. Considering that the average European spends less money on gaming than the average American, the soccer gaming economy has shifted to be driven more by skill.

Later this year, FIFA Rivals is expected to introduce an “AI sports agent” that will “guide [players] through their journey.” Plus, Linden said there will be a barrage of esports competitions, club collaborations, and new game modes added.

Edited by Andrew Hayward

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Ridgewater College to launch competitive esports gaming on Hutchinson campus – West Central Tribune

HUTCHINSON — Come the fall semester, Ridgewater College in Hutchinson will have another club team, but this time operating in the digital world. Ridgewater is launching an esports club to “give students the opportunity to join competitive gaming teams, participate in tournaments and develop skills in game strategy, teamwork, and digital media in a newly […]

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HUTCHINSON

— Come the fall semester, Ridgewater College in Hutchinson will have another club team, but this time operating in the digital world.

Ridgewater is launching an esports club to “give students the opportunity to join competitive gaming teams, participate in tournaments and develop skills in game strategy, teamwork, and digital media in a newly created gaming lounge,” according to a news release from the two-year college.

Esports will run as a “club sport,” similar to Ridgewater’s clay target teams. The only eligibility requirement is to be enrolled as a part- or full-time student at Ridgewater. All experience levels are invited to participate.

Ridgewater Dean of Students Heidi Olson proposed the program in 2024 to expand student life opportunities for students on the Hutchinson campus. The Hutchinson campus does not have a gymnasium like the Willmar campus, and thus doesn’t host sports such as volleyball, basketball and wrestling.

“This is an activity that has grown in recent years,” Olson said in the release. This school year, more than 100 Minnesota high schools and 2,000 Minnesota high school students participated in esports clubs and teams.

“We hope that allowing high school students to continue to compete at the college level will offer them a next step for making connections and taking on challenges in a fun way while training for careers at Ridgewater College,” she said.

Nondestructive Testing Technology instructor Sheldon Mackinnon has been hired to coach and launch the new program.

“Games are great at stimulating our critical thinking by having us make split-second decisions that can win or lose you the game,” Mackinnon said.

He will share his love of and enthusiasm for gaming with students.

“When we fail, we rethink, we strategize and we try and try again until we win,” Mackinnon said. “The video games I played while growing up have shaped who I am today.”

Follow the development of the Ridgewater esports club on the Ridgewater Warrior Athletics website at

www.ridgewaterathletics.com.

West Central Tribune staff report

By
West Central Tribune staff report
Our newsroom occasionally reports stories under a byline of “West Central Tribune staff report.” Often, the “West Central Tribune staff report” byline is used when rewriting basic news briefs that originate from official sources, such as a city press release about a road closure, and which require little or no reporting. At times, this byline is used when a news story includes numerous authors or when the story is formed by aggregating previously reported news from various sources. If outside sources are used, it is noted within the story.

The West Central Tribune newsroom can be reached via email:
news@wctrib.com or phone 320-235-1150.





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Jennifer Weissman on PENN Entertainment’s Strategy

How do you market entertainment experiences that span physical casinos, online gaming, and sports betting? In this episode of Marketing Vanguard, Jennifer Weissman, CMO of PENN Entertainment, shares how the company creates cohesive customer journeys across 42 casinos, racetracks, and digital platforms.  From a time when showing casino floors in ads was prohibited to today’s […]

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How do you market entertainment experiences that span physical casinos, online gaming, and sports betting?

In this episode of Marketing Vanguard, Jennifer Weissman, CMO of PENN Entertainment, shares how the company creates cohesive customer journeys across 42 casinos, racetracks, and digital platforms. 

From a time when showing casino floors in ads was prohibited to today’s gamified loyalty ecosystems, Jennifer dives into regulatory shifts, customer lifetime value, and gamification beyond traditional gaming.

At PENN Entertainment, Jennifer Weissman has spent nearly a decade building marketing strategies across physical and digital gaming experiences. Starting her career in PR for casinos near Memphis, she brings journalism education, an MBA from Northwestern, and deep expertise in regulated marketing to one of the most dynamic sectors in entertainment.

Unlocking the Creator Economy with Awin

Did you know influencer marketing drives twice as many sales as display advertising, with a 37% higher retention rate? 

Awin helps brands harness this potential with tailored influencer management solutions that drive measurable results. Whether you’re looking to grow your creator roster, foster long-term relationships, or track full-funnel performance, Awin’s expertise and platform integrations make it easy to scale campaigns and optimize impact.

With partnerships across CreatorIQ, LTK, ShopMy, and more, brands gain access to powerful discovery tools and seamless tracking capabilities, ensuring transparency and efficiency at every stage.

Here’s how brands can maximize their influencer marketing:

  • Find the right creators: Access a diverse network of influencers, even in niche markets.
  • Track performance with full transparency: Measure impact from awareness to conversions in real time.
  • Incentivize influencers effectively: Commission-based rewards through affiliate links and coupon codes keep creators engaged.
  • Blend influencer & affiliate marketing seamlessly: Awin’s integrations create a streamlined, results-driven approach.

Unlock the full potential of influencer marketing. Visit awin.link/adweek to start building high-impact partnerships today!

Episode highlights:

[06:42] The Psychology of Gamification — Jennifer explains the broader appeal: “Companies that do a really good job with engagement have figured out how to gamify the loyalty experience. They give me hurdles that I need to meet, which really is they give me dollars I need to spend in order to feel really good about myself and unlocking more dollars that then I can spend with them.”

[10:24] The Journey Over Destination — On what drives customer engagement: “People aren’t gambling because they think they’re gonna win something really big. They’re gambling because they love the thrill of the game, and they like to do this with their entertainment dollar. They really just wanna spend a bit of time away from the everyday and have that escape.”

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CHICAGO SPORTS NETWORK AND AQUIMO ANNOUNCE GROUNDBREAKING PARTNERSHIP TO DELIVER INTERACTIVE MOBILE GAMING EXPERIENCES TO WHITE SOX FANS

New Chicago Sports Network-Branded Mobile Baseball Game Launches June 12, Offering Exclusive Fan Experiences and Prizes During Live White Sox Broadcasts CHICAGO and MESA, Ariz., June 12, 2025 /PRNewswire/ — Chicago Sports Network (CHSN), home to the Chicago Blackhawks, Bulls and White Sox, has partnered with Aquimo Inc., a leader in mobile gaming technology for sports […]

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New Chicago Sports Network-Branded Mobile Baseball Game Launches June 12, Offering Exclusive Fan Experiences and Prizes During Live White Sox Broadcasts

CHICAGO and MESA, Ariz., June 12, 2025 /PRNewswire/ — Chicago Sports Network (CHSN), home to the Chicago Blackhawks, Bulls and White Sox, has partnered with Aquimo Inc., a leader in mobile gaming technology for sports broadcasts and live events, to introduce a new interactive mobile gaming experience designed and tailored specifically for CHSN viewers. The custom-built Chicago Sports Network-branded baseball game, The CHSN Home Run Challenge, will debut on June 12 during White Sox Countdown Live, CHSN’s pregame show, and will be featured throughout the broadcast of the White Sox game that night against the Houston Astros.   

This innovative partnership features a second-screen mobile game experience that allows fans to engage in real-time interactive contests tied to CHSN’s White Sox programming. Viewers can participate by scanning a QR code displayed on-screen during the pregame, in-game, or postgame broadcasts, unlocking a fully interactive game experience and the chance to win exclusive White Sox prizes and memorabilia.

“This partnership provides another exciting step forward in our mission to deliver innovative, interactive viewing experiences to our audience,” said Jason Coyle, President of Chicago Sports Network. “This collaboration aligns perfectly with CHSN’s commitment to fan engagement, helping us build deeper connections among our fans, our brand partners, and the broadcast experience.”

Powered by Aquimo’s advanced mobile gaming platform, the experience will feature structured timed events and challenges throughout the CHSN broadcast window. Prizes include autographed items from current and past White Sox stars as well as unique experiences like game used memorabilia and commemorative apparel celebrating the White Sox’s storied history.

“This exciting new activation with CHSN represents the next frontier of fan engagement for regional sports networks,” said Mark Jeffery, founder and CEO of Aquimo. “We’re proud to collaborate with CHSN to enhance their White Sox broadcasts with an engaging second-screen experience that delivers measurable value for broadcasters and sponsors while creating memorable interactions for fans.”

The promotional schedule officially kicks off June 12 during Sox Countdown Live at 6:00 p.m. CT, with continued activations throughout the MLB season. Fans can expect dynamic integrations such as live reads from talent, in-studio demonstrations, interactive on-screen graphics, and promotional spots throughout each game day broadcast window.

For more details and to join the interactive game, fans can tune into CHSN’s White Sox broadcasts or visit CHSN.com.

About Chicago Sports Network (CHSN)
Chicago Sports Network (CHSN) is the exclusive television home of the Chicago Blackhawks, Bulls, and White Sox, delivering more than 300 live games and round-the-clock programming tailored for the city’s most passionate fans. With first-class production, dynamic storytelling, and comprehensive coverage, CHSN brings the heart of Chicago sports to life—wherever fans choose to watch. The network is available for viewership on a wide array of platforms across a five-state footprint, with viewing information updated regularly on www.CHSN.com

About Aquimo
Aquimo INC. (Aquimo) is a pioneering technology company that is revolutionizing fan engagement through its innovative, massive-multiplayer mobile gaming platform. Aquimo’s patented technology allows millions of fans, both in-stadium and at home, to simultaneously play and compete in branded mobile games, creating a new form of engagement for viewers along with valuable data insights and new revenue streams for teams, venues, brand partners and broadcasters. Aquimo is live with more than 100 professional and NCAA D1 teams and events. These include several NFL teams, many NCAA colleges, NBA, NHL, MLS, WNBA and multiple NASCAR races.  For more information, visit: https://aquimo.com.

SOURCE Aquimo Inc.; Chicago Sports Network



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Rockets Esports Camp Invites Young Gamers to Train with State Champions | Features

Shelby County High School is inviting young gamers to level up this summer at the Rockets Esports Camp, a four-day event designed to teach fundamentals, foster teamwork, and celebrate the growing world of competitive gaming. The camp will take place June 16-19 from 9 a.m. to 12 p.m. and is open to students in kindergarten […]

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Shelby County High School is inviting young gamers to level up this summer at the Rockets Esports Camp, a four-day event designed to teach fundamentals, foster teamwork, and celebrate the growing world of competitive gaming. The camp will take place June 16-19 from 9 a.m. to 12 p.m. and is open to students in kindergarten through eighth grade.

Participants will receive hands-on instruction in top titles such as Mario Kart 8, Super Smash Bros., Splatoon 3, NBA 2K, Madden, and Rocket League. The camp costs $60 and will be held on campus at Shelby County High School, led by members of the school’s Esports team — fresh off winning their third consecutive KHSAA State Championship.

Head coach Scott Ricke said the camp was inspired by his own childhood experiences and the enthusiasm his players bring to the sport.

“I grew up going to all kinds of summer camps — basketball, baseball, soccer — and they were always hot,” Ricke said. “This camp gives kids a fun, comfortable alternative, doing something they love. If a video game camp had existed when I was a kid, I would’ve been the first to sign up.”

Beyond gaming, the camp emphasizes sportsmanship and personal growth. Ricke said the team’s success on the state stage has always taken a backseat to how his players conduct themselves.

“Winning championships is great, but I’m most proud when other coaches talk about our kids’ character,” he said. “At the end of the day, it’s about becoming a better person — not just a better player.”

Ricke added that Esports can be life-changing for students who don’t always connect with traditional athletics.

“Most of our players are introverted or just haven’t found their group yet,” he said. “Esports gives them a space to belong — a reason to come to school. For a lot of these kids, it’s the first time they’ve felt part of a team.”

Campers will engage in friendly competitions, receive personalized coaching, and review gameplay to improve their skills — all in a supportive, inclusive environment. No prior experience is necessary.

“You don’t have to be great to join,” Ricke said. “Just show up. We’ll make sure every camper feels like they’re part of something.”

Registration is open now at https://bit.ly/3Fyux5K. Spots are limited.



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Chilliwack high schoolers enter the world of competitive video games

Teachers and teens at Chilliwack’s G.W. Graham Secondary tested out the world of competitive in-school gaming this year; the school’s eSports league will be back next fall. 📷 Grace Kennedy My hands tremble as they hold the Nintendo controller. My pulse throbs in my ears. I can feel the false confidence of professionalism being stripped […]

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Teachers and teens at Chilliwack’s G.W. Graham Secondary tested out the world of competitive in-school gaming this year; the school’s eSports league will be back next fall. 📷 Grace Kennedy

My hands tremble as they hold the Nintendo controller. My pulse throbs in my ears. I can feel the false confidence of professionalism being stripped away as teenager Mohammed Zeineddin, the top Super Smash Bros player at G.W. Graham Secondary, moves to my side to give me a lightning-fast introduction to the game.

The X and Y buttons to jump. A and B for attacks. The right trigger to fly, or something along those lines. I pick a character: Yoshi, one of the few I recognize on a screen filled with dozens of characters from various half-known video game franchises.

“Yoshi’s actually one of the best characters in the game,” Nicholas Martinello tells me. He and half a dozen other teenage boys are seated around a classroom table, preparing to watch fellow student Jaxson Morneault destroy me in a friendly competition.

The game begins. Yoshi is jumping—I figured that much out—but he is rolling into an egg, swiping at the air. I am button smashing, watching as percentage figures across the bottom of the screen do things I don’t understand.

Morneault’s character—Shulk, from the Xenoblade Chronicles—and my own are standing on a platform suspended in space. Music is playing in the background. Morneault is patiently taking swipes at my frantic Yoshi. He stabs me with a shining blue sword, dances around my attacks, and sends me off the floating platform once, twice, three times.

Morneault turns to me and shakes my hand.

“So can you walk me through what just happened?” I ask. To me, it looked like a chaos of motion. Morneault, on the other hand, saw the strategy—or in my case, lack thereof.

“You were jabbing a lot, which isn’t really good,” he explains. “You want to throw some variety in there to confuse your opponent and be unpredictable.”

Playing against me—a n00b in video game parlance—Morneault says he didn’t “go 100%, obviously.” He didn’t use any crazy combos, and wasn’t so heavy-handed in his assaults.

If he was playing against someone who knew what they were doing, though?

“I would do all those things.”

Jaxson Morneault (standing, front) discusses part of his Super Smash Bros strategy during a lunch-hour eSports meeting at G.W. Graham. 📷 Grace Kennedy

It started as a joke, a laugh, a what-if scenario.

Last school year, some teachers and teens at G.W. Graham had tossed out the idea of hosting an eSports league—an extracurricular for gamers who wanted to play video games during school hours, and challenge each other in-game.

“We kind of joked about it,” Logan Sapielak, a Grade 12 student in the school’s production and broadcasting program, said. “It was a thing between a couple of teachers and the production crew … and it just kind of became its own thing.”

Jenny Cho, G.W. Graham’s computer teacher, made it happen.

“I thought, ‘This eSports thing we were joking about, is it possible?’” she said. It turned out that it was. Teachers in the theatre and livestream programs came on board. Game-loving staff agreed to open up their rooms for lunch hour sessions. The school PAC gave Cho a grant to buy televisions and gaming consoles.

G.W. Graham’s eSports club was born. Teens challenged each other to gaming competitions during lunch, and soon took over the school’s theatre stage for a school-wide intramural. Within months, Graham’s club had brought two other Chilliwack schools on board, and the idea expanded to a district-wide league that held its first multi-school tournament in Graham’s theatre at the end of February. Two-dozen gamers competed. Sapielak was one of the commentators on stage spelling out the stakes for the audience.

“People are learning about it, and now you guys come talk about it,” Sapielak said. “I think it’s pretty cool that we’re getting the publicity.”

“It was a joke, and now it’s not.”

ESports is certainly no joke.

The first official eSports competition was held in 1972 at Stanford University’s Artificial Intelligence Laboratory. There, five competitors battled each other in a game of Spacewar! to be the last spaceship in the air. Rolling Stone journalist Stewart Brand sponsored the tournament and wrote a 9,000-word story detailing the thrill of the game, the skill of the players, and the potential of computers at a time when few people knew video games even existed.

Since the 1970s, eSports gaming has grown into a lucrative cultural phenomenon, with streaming platforms like Twitch allowing video game fans to watch competitions across the world. In 2019, Forbes wrote that eSports revenues exceeded $1 billion in that year.

That number has not gone down, and professional gamers are reaping the financial rewards. Last year, the eSports World Cup offered a $5 million prize pool for competitors in its DOTA 2 championship. The Gaimin Gladiators, a Toronto-based professional eSports organization, took home the top prize, worth $1.5 million. Other professional Canadian teams, including the Canucks-owned Vancouver Surge, Overactive Media’s Toronto Ultra, and Toronto’s Luminosity Gaming, also took home thousands of dollars for their performance in Overwatch 2, Apex Legends, and Call of Duty competitions.

If those teams—and their million dollar prizes—are in the NHL of the eSports world, Melissa Burns is responsible for the video game equivalent of Hockey Canada.

Burns is the chair and CEO of eSports Canada, a country-wide organization focused on supporting competitive gaming from the elementary school- to the national-level.

Although she considers herself a lifelong gamer, Burns has never competed herself. But as a teacher in Manitoba, she saw her students engaging in video games in their downtime, and wanted to facilitate better experiences for them.

“I knew that my students were all playing games passively all the time, and that’s part of why we see it have the reputation that it does for being a very toxic space,” she said, referencing the often malicious and harmful online interactions video games can facilitate.

“I wanted to bring into schools on purpose, so that we could transition it from being a passive, unregulated space to something that was an intentional conversation, something that would allow them to have a safe place to fail.”

Because video games don’t need a physical space, Burns was able to connect with other Manitoba teachers to form a provincial organization for competitive gaming. They soon expanded nationwide, starting eSports Canada in January 2020.

It was fortuitous timing.

“It was one of the few activities that schools could participate in during the pandemic, and so we saw a lot of growth and success throughout that period of time,” Burns said. Professional and college-level teams reached out to the organization, asking them to create a K-12 pipeline for future athletes.

Today, the organization supports player development from the youngest players (the Timbit teams, to use Hockey Canada terms) to the national athletes. Burns and her colleagues look at ESRB ratings to find games that are appropriate for youth, while also seeking out those that are playable on multiple platforms. The organization doesn’t play with micro-transactions—in-game elements that encourage players to spend real-world money on items, characters and other bonuses.

“If you’re going to win, you’re going to win based on merit and skill, not based on a purchase that you made,” Burns said.

Skill—and intention—is what separates an eSports athlete and a run-of-the-mill gamer. While many people play the games for pleasure, professional gamers take a more strategic approach to their play, often for high rewards. Professional eSports players hone their movements so their actions can be translated at lightning speed through a digital interface.

“They’re looking at strategically developing their technical and tactical skills,” Burns said. “They’re looking at how to assess the opponents, how to counter different plays.”

She mentioned one Canadian gamer who described how he made split-second decisions on which move he would use to counter his opponent based on how many frames-per-second each would take.

“The stereotype of someone who plays a lot of video games doesn’t actually match what the demographic looks like for our high-level players,” Burns said.

While some may picture a serious gamer with a two-litre bottle of pop and an open bag of chips, professional eSports athletes tend to take their physical conditioning more seriously. They undergo training. They work with nutritionists, mental health professionals, and other coaches to help them achieve peak performance.

Vancouver Surge players during an April 2025 Call of Duty tournament. 📷 Vancouver Surge/Facebook

That is similar to the vision G.W. Graham English teacher and league organizer Chris Bonshor has for his school’s eSports team.

“Being able to have something like [how professionals train] here—like working with youth care workers and counsellors … would be really powerful for our kids moving forward, regardless of where they go in life,” Bonshor said.

“Mountain Dew and Cheetos only get you so far … We can use this as a vehicle to teach [students] some useful life skills which will serve them well.”

Bonshor is no stranger to gaming himself. His desk is decorated with a Stardew Valley desk mat, and he admits to knowing a fair amount about Super Smash Bros, although he’s “no professional.”

When Bonshor was a teacher at Vedder Middle School, he started the school’s Video Game Club—a low-key way for pre-teens to make friends while playing games they would have gone home to play in isolation.

“The Video Game Club is a lot more … nebulous,” Bonshor explained. “There’s no expectation of competition. It’s just for fun. It’s primarily, especially in the middle years, focused on social connection and mental health support.”

The club has continued, even after Bonshor left for G.W. Graham. And now, Bonshor and a handful of other teachers at the high school are directing students in the world of competitive gaming.

The idea for the league, as Sapielak noted, was a bit of a joke among teachers and students in the production department. But for Bonshor and Cho, the idea of an eSports league was a potential way to try and reach some of the students who were less engaged in the school.

“I feel like there’s a lot of kids who are eager for connection, and looking to represent their school, but just need the right fit,” Bonshor said.

The school theatre was set up with televisions, consoles, and screens. Roughly two dozen G.W. Graham students were waiting in the wings to pick up the controllers. Others sat in the theatre seats—spectators in the upcoming competition for high school gaming supremacy.

It was big. It was loud. It was a surprising success, Bonshor said.

“A lot of these kids that we attract to this program, they’re not kids who are typically involved in extracurriculars at school, so they’re not used to having that sort of drive to commit to something, or the realization that they need to show up and follow through,” Bonshor said.

Of the 20 kids, the eight best players became G.W. Graham’s core eSports team. Zeineddin was crowned the best Super Smash Bros player, while other players excelled in Rocket League, a game akin to soccer played by rocket-boosted cars. Most players were in their first year of high school—only one, Martinello, was in Grade 11.

Over the course of the next few months, the official team began training with French teacher and competitive Smash Bros player Simon Webster. The rest of the league members played more casually during lunch hours, spread throughout several classrooms dedicated to specific games. The core team seemed resistant to taking a more structured approach to their gaming sessions, though.

We can beat each other, Bonshor remembered them saying. We’re the best in the school.

And they were. But being the best in the school wasn’t quite good enough.

In February, G.W. Graham invited Chilliwack Secondary and Sardis Secondary to its theatre for a district-wide competition. Although Graham’s team had done well among their peers, it was another experience entirely facing two other competitive teams.

“We got demolished,” Ewan Ross, Grade 9, said bluntly.

Ross and his teammates had faced off against largely older eSports players from Sardis and Chilliwack.

“We needed to do a lot better up against Sardis and CSS,” he said nearly a month after the tournament.

“It just proves that the work we put in was good, but not good enough. We need to do a bit better.”

What does “better” mean? Ross said the team needed to start learning new strategies, new ways to control their characters, and most importantly, learning new things about each other so they could work better as a team. They are in line with what Bonshor hopes for the team as well—and what he saw on stage once the defeat was final.

“They’ve been hearing [what they needed to do to win] from the adults, but it’s not the same,” Bonshor said. “Learning by doing is a lot different than learning by hearing.”

And although the team was “crushed,” he said “seeing them come together and be compassionate with each other” was a good thing, as was “seeing them get humbled a little bit and realize it’s not simply a matter of just showing up and having fun.”

Many of the gamers in G.W. Graham’s eSports league plan to return next year. The teachers, including Chris Bonshor, hope they can improve and expand the league. 📷 Grace Kennedy

With the school year almost over, Graham’s eSports league is set to wind down. Most of the teens involved in the program will likely keep playing on their own over the summer—although most of them will probably pivot to their favourite games rather than keep on with Super Smash Bros.

Bonshor hopes the program will continue to grow and serve students at G.W. Graham with structured opportunities to learn about conflict resolution and health. With any luck, Bonshor and Cho will get other school districts interested in participating too, making Chilliwack’s eSports community into a Fraser Valley- or province-wide league.

If a few students make it to the professional level, that would be a bonus. (Morneault, who so handily beat me in the 1v1 Smash game, is not ruling university-level gaming out of his career goals.)

But mostly, Bonshor wants the program to be there for students who might not otherwise find connections in their school. That’s why so many students on Graham’s eSports team plan to return next year too.

“There are people here who think like me, talk like me, act like me,” Morneault said. “They understand who I am.”

Ross agreed. He was standing near Bonshor’s desk, his friends seated near the console half a classroom away. Empty McDonald’s wrappers were strewn across the table, and his words were nearly obscured by the sounds of his friends excitedly attacking each other in the game.

“This?” he said, glancing back to the team. “Getting all the amazing people over there to play something that we bond over, it just feels amazing.

“You connect with people that have the same kind of thing as you and it makes you want to continue on.”



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