JCC a ‘perfect’ home for regional eSports tournament
Memdbers of the Olean High School eSports team compete at a tournament at Jamestown Community College in Olean. (SUNY JCC) OLEAN — The eSports stadium at SUNY Jamestown Community College’s Cattaraugus County Campus continues to be a hub for regional high school and middle school competitions. Five schools in Cattaraugus and Allegany counties and more […]
Memdbers of the Olean High School eSports team compete at a tournament at Jamestown Community College in Olean. (SUNY JCC)
OLEAN — The eSports stadium at SUNY Jamestown Community College’s Cattaraugus County Campus continues to be a hub for regional high school and middle school competitions.
Five schools in Cattaraugus and Allegany counties and more than 50 students ranging from sixth grade to seniors participated in the CA BOCES spring tournament at JCC’s downtown Olean location. Since 2023 it was the fifth time BOCES has held a tournament on the campus.
“We have used the campus and space multiple times and have always been very happy with the venue,” said Karen Insley, CA BOCES program manager who oversees student programming. “As usual, Jonathan (Kowal, JCC athletic and recruitment coordinator) was a fantastic host. The Magnano Room and the eSports arena are a perfect fit for our group.”
Members of the Randoph eSports team compete at Jamestown Community College in Olean. (SUNY JCC)
Teams from Andover, Bolivar-Richburg, Cattaraugus-Little Valley, Olean and Randolph enjoyed the day at JCC playing Rocket League, Mario Kart, and Super Smash Bros. games.
Randolph earned the season-long Rocket League crown, finishing unbeaten in matches.
“The students love being able to show off their talents and skills in a competitive environment,” said Andrew Garvey, coach of Randolph. “They are always so excited when we get to bring home a trophy or banner to display in the school. They see it happen so often for traditional sports, so it’s so nice for them to be recognized in a similar fashion.”
While some other area schools opt to play in remote leagues against teams from around the country, the CA BOCES league doesn’t require a hefty entry fee and allows students to compete locally, and face-to-face in fall and spring tournaments at JCC.
“My students love the face-to-face competition,” said Malibu Peelman, Bolivar-Richburg coach. “They love having an event for eSports, and for my older students they enjoy learning of the possibilities of further education at JCC.”
JCC’s sprawling eSports stadium, with its capacity to host 60 or more students, is a perfect place for a regional gaming tournament. The stadium opened in 2022 and is home to the college’s National Junior College Athletics Association Esports team. It includes an arena for official competitions and a mezzanine for viewing, a meeting room with computers for practice, an activity area with console games, and a reception area.
CA BOCES plans to hold its next big tournament, this December, at JCC.
Garvey said the stadium is “great facility with lots of equipment and rooms to fit students,” while Peelman added that the space “allows for focus in the students’ gaming interest.”
Theresa Pfeil from Hinsdale Central School attended the spring tournament to see what it was all about and for guidance in growing the eSports program at the school. The Olean team, meanwhile, visited the JCC arena for the first time this spring to play.
Kowal said that in addition to BOCES affiliated schools, many from around the region and beyond have visited the stadium to play and observe what JCC has created.
“We’ve had visitors in the past just come to see what it was, how to build something, and then went on their way back to their school,” Kowal said.
Though Randolph has had an informal gaming club for 12 years, many area schools are new to eSports. CA BOCES started its eSports league for schools three years ago, with a half dozen or more competing at different times.
Visit JCCJayhawks.com for more information about JCC eSports.
GIGABYTE Joins as Powered By Partner for Microsoft Excel World Championship India Qualifier
Chennai – July 23, 2025: GIGABYTE, a global leader in high-performance computing and PC hardware solutions, has joined the Microsoft Excel World Championship (MEWC) India Qualifier as the ‘Powered By’ partner, reinforcing its commitment to supporting emerging formats of competitive excellence and enterprise upskilling through esports. Organized by Skyesports in collaboration with the Financial Modeling […]
Chennai – July 23, 2025: GIGABYTE, a global leader in high-performance computing and PC hardware solutions, has joined the Microsoft Excel World Championship (MEWC) India Qualifier as the ‘Powered By’ partner, reinforcing its commitment to supporting emerging formats of competitive excellence and enterprise upskilling through esports.
Organized by Skyesports in collaboration with the Financial Modeling World Cup (FMWC) and backed by the Indian Digital Gaming Society (IDGS), the tournament is open for students and professionals alike. The India Qualifier, supported by GIGABYTE’s advanced systems, will culminate at the Skyesports HQ in Chennai, with the finale being livestreamed nationwide.
The winner of the India Qualifier will receive a fully funded trip to Las Vegas to represent the country at the MEWC 2025 World Finals. In Las Vegas, the player will wear a jersey with a strategic logo positioning for GIGABYTE. The World Finals will be broadcast live on the FMWC YouTube channel along with broadcasts on ESPN, and global media outlets like The Guardian, Wall Street Journal, The New York Times, and more.
As the Powered By partner, GIGABYTE will equip the national finals in Chennai with cutting-edge workstations and performance PCs, enabling precision, speed, and reliability for live problem-solving under pressure. The partnership showcases GIGABYTE’s vision of empowering next-generation professionals with the tools they need for both gaming and productivity.
Commenting on the exciting partnership, Sunil Grewal, Director, GIGABYTE India, said, “At GIGABYTE, we champion performance computing that empowers professionals to solve real-world challenges with speed and precision. Partnering with the Microsoft Excel World Championship reflects our commitment to driving digital excellence and future-ready talent.”
“We’re excited to welcome GIGABYTE as the Powered By partner for this truly one-of-a-kind tournament,” said Shiva Nandy, Founder and CEO of Skyesports. “At Skyesports, our strength lies in building unconventional and disruptive IPs that expand the scope of what esports can be. The Microsoft Excel World Championship India Qualifier does exactly that—challenging traditional definitions of competition while spotlighting logic, speed, and precision. Partnering with GIGABYTE ensures that the championship is backed by the performance and reliability needed for a stage as unique as this.”
This partnership also aligns with broader national goals around digital skill development, as endorsed by the IDGS, which views the MEWC India Qualifier as a catalyst to highlight India’s growing talent pool in data-driven professions.
Registrations for the open online qualifiers are live at excel-esports.com, and business professionals, students, and analytics enthusiasts are encouraged to participate.
PLG launches FUZE platform for MENA brand-influencer gaming collabs
Power League Gaming (PLG), one of the MENA region’s leading esports and gaming agencies, has launched FUZE, a next-generation influencer marketing platform that intends to revolutionise how brands and creators collaborate in the digital age. Following a successful test launch on 1 June, FUZE is now publicly available – combining its intelligent search engine with […]
Power League Gaming (PLG), one of the MENA region’s leading esports and gaming agencies, has launched FUZE, a next-generation influencer marketing platform that intends to revolutionise how brands and creators collaborate in the digital age.
Following a successful test launch on 1 June, FUZE is now publicly available – combining its intelligent search engine with human-led campaign support to help creators and brands build high-performing partnerships with clarity, speed and measurable impact.
The platform is free to join, with no onboarding or subscription fees. Brands can launch and manage campaigns in one place, monitor real-time performance, and access transparent reporting dashboards.
Commenting on the launch, Matthew Pickering, CEO of Power League Gaming and FUZE, said, “At Power League Gaming, we’ve always been driven by the future of technology, gaming, of creators, and of the brands that power both. As the influencer space grows more crowded and chaotic, we saw a clear need for a smarter solution. That’s why we built FUZE: a platform that cuts through the noise and connects brands and creators with unmatched speed, structure and intelligence. Powered by next-gen tech, FUZE isn’t just another tool, it’s the gateway to the future of influencer marketing in gaming and technology.”
How FUZE addresses gaps in the influencer landscape
Recent insight into regional gaming behaviours shows that nearly 69 per cent of UAE gamers and 63 per cent of KSA gamers take action after encountering an influencer ad. Also, 74 per cent of UAE gamers and 71 per cent of KSA gamers say influencer-led content influences their purchase decisions.
With more than 170 million gamers across the MENA region, these insights highlight the growing demand for structured, scalable and authentic collaborations — the exact gap FUZE was created to fill.
Designed by a team of gaming and tech industry experts, the platform was built to address the complexities of today’s influencer landscape in the region, where inefficiencies and mismatched collaborations often get in the way of authentic storytelling and real return on investment (ROI) – while giving both brands and creators the transparency, control and speed they need to make informed decisions in today’s fast-paced digital world.
Commenting on the platform, Bashar Kayal, UAE-based Gaming YouTuber and TikTok Creator, said, “What stood out to me from the very first time I used FUZE was how clear and easy it was to connect my accounts. As someone who’s been creating content for over 13 years, it’s important to be part of a platform that values my work and makes the process simple and real, without complications. I was among the first to register, and I can confidently say FUZE is unlike any other platform.”
As a fully cloud-based solution, FUZE allows brands and creators to connect and manage every aspect of their campaigns in one seamless interface.
At its core is an intelligent search engine that analyses creator profiles, audience data, and brand goals to deliver optimal campaign matches — removing the guesswork and wasted time from influencer discovery.
FUZE is already enabling emerging and top-tier creators to land meaningful collaborations with leading names in gaming, fashion, technology, and lifestyle.
Waad Alabdalla, Gaming Content Creator, added, “From the very beginning, everything about FUZE was clear and easy to use. I appreciated how focused the platform was on supporting creators from the start. As someone building content in the gaming space, I’m genuinely excited for what’s coming next — and proud to be one of the early adopters.”
Meanwhile, creators retain full control over their brand partnerships, communications, and deliverables — with FUZE facilitating everything from negotiations to logistics.
As a proprietary Power League Gaming platform, FUZE represents a major milestone in the gaming agency’s broader mission to fuel the creator economy and bridge the gap between regional talent and global brands.
It reflects Power League Gaming’s commitment to investing in infrastructure that empowers content creators and delivers real impact while helping brands reach audiences more authentically and effectively — whether through hyperlocal voices or large-scale cross-market campaigns.
Sony acquires 2.5% stake in Bandai Namco in new anime-focused strategic partnership
Bandai Namco Holdings and Sony Group announced on July 24 that they have entered a strategic business partnership. As part of the deal, Sony has agreed with existing shareholders to acquire 16 million shares (a 2.5% stake) in Bandai Namco for approximately $464 million (source: GameBiz). The primary focus of the partnership is expanding global […]
Bandai Namco Holdings and Sony Group announced on July 24 that they have entered a strategic business partnership. As part of the deal, Sony has agreed with existing shareholders to acquire 16 million shares (a 2.5% stake) in Bandai Namco for approximately $464 million (source: GameBiz).
The primary focus of the partnership is expanding global fan communities of anime, manga and other IPs, particularly in the rapidly growing anime market. The two entertainment giants have previously collaborated in areas such as games, anime, and music, but through the acquisition, they intend to broaden the scope of this partnership while further leveraging each other’s strong suits.
Specifically, this will involve using Sony’s infrastructure for anime production, distribution, and merchandising to promote Bandai Namco’s IPs, as well as co-developing and co-promoting anime and manga. In addition, Bandai and Sony will work together on supporting creators through “the joint development and operation of technologies and services in the entertainment sector.” They also aim to explore joint investment and business partnerships in areas focused on fan engagement, and are considering cooperating on experiential entertainment.
This partnership comes a few months following news of Sony becoming a major shareholder of Kadokawa – another major player when it comes to anime and IP production. These partnerships, along with the acquisitions of anime production studios, are no doubt part of Sony’s strategic goal of making anime a cornerstone of its entertainment business.
Blog Who’s Who on Social Media Who’s Who on Social Media 5 min to read John Keyes, better known as Kryoz, is a gaming content creator who thrives on chaos, comedy, and community. With a presence built around silly gameplay, spontaneous laughter, and candid rants with friends, John has earned a loyal following across YouTube, […]
John Keyes, better known as Kryoz, is a gaming content creator who thrives on chaos, comedy, and community. With a presence built around silly gameplay, spontaneous laughter, and candid rants with friends, John has earned a loyal following across YouTube, Twitch, Instagram, and X.
Extron and CENTEGIX Partner to Improve K–12 School Safety – rAVe [PUBS]
Extron Partners With CENTEGIX to Enhance School Safety Extron has partnered with CENTEGIX, a provider of rapid incident response technology, to integrate the CENTEGIX Safety Platform with the Extron GlobalViewer Campus Communication Suite. The collaboration is designed to bolster campus-wide communication and safety protocols for K–12 schools. The combined solution merges Extron’s communication and AV […]
Extron Partners With CENTEGIX to Enhance School Safety
Extron has partnered with CENTEGIX, a provider of rapid incident response technology, to integrate the CENTEGIX Safety Platform with the Extron GlobalViewer Campus Communication Suite. The collaboration is designed to bolster campus-wide communication and safety protocols for K–12 schools.
The combined solution merges Extron’s communication and AV control platform — which includes bells, PA announcements, intercom, visual messaging and AV monitoring — with CENTEGIX’s wearable safety technology. The goal: faster, more discreet response options for educators and staff during emergencies.
The integration enables immediate audio and visual alerts campus-wide or in specific zones, two-way voice communication with key personnel, and wearable panic buttons that allow staff to quickly request help.
The CENTEGIX Safety Platform features dynamic digital mapping, real-time location data, visitor management and reunification capabilities, all designed to reduce emergency response time and improve campus safety readiness.
Dominating the Digital Arena: Maryville Esports celebrates 10 years and 20 national championships | Lifestyles
Maryville’s Rocket League team celebrates its first NACE National Championship and first major tournament win as a squad. (Photo courtesy of Maryville University) (Photo courtesy of Maryville University) In a single weekend, Maryville University’s esports program claimed three national championships, pushing its all-time total to 20 championships in just 10 years. Maryville’s dominance in the digital […]
Maryville’s Rocket League team celebrates its first NACE National Championship and first major tournament win as a squad. (Photo courtesy of Maryville University)
(Photo courtesy of Maryville University)
In a single weekend, Maryville University’s esports program claimed three national championships, pushing its all-time total to 20 championships in just 10 years. Maryville’s dominance in the digital arena has redefined what it means to be a student-athlete in the 21st century.
On May 31 and June 1, Maryville’s “League of Legends” and “Valorant” teams clinched national titles at the 2025 College League of Legends and College Valorant Championships at NC State University. Its “League of Legends” team swept Ole Miss in a best-of-five series, while its “Valorant” team triumphed over Winthrop University in a 3-1 showdown. That weekend capped off a momentous spring season in which Maryville also brought home three more titles at the National Association of Collegiate Esports (NACE) Spring Grand Finals in Florida.
These three victories add to a slew of wins across titles such as “Rocket League,” “Valorant” and “League of Legends.” Maryville’s Esports Program was also recognized as Program of the Year and Team of the Year at the 2025 Scholastic Esports Awards.
With the continued growth in technology and love for video games, the field of esports is fast-growing and ever-changing. Jordan Ousley, director of esports media at Maryville, described esports as competitive video games played at a similar level as traditional sports, involving athletes playing at the professional and semi-professional levels, and then collegiate and even high school levels.
“In competitive video gaming, like baseball or football, players usually (specialize) in one title,” Ousley said. “If you’re a “League of Legends” player, oftentimes you’re not playing any other games; just like if you’re a baseball player, you’re only playing baseball. You’re not going to be playing soccer on the weekends. That’s the sport you are dedicated to.”
Valorant player Tykhon Benderkyi celebrating a game win at the CECC Championship. (Photo courtesy of Maryville University)
(Photo courtesy of Maryville University)
Maryville founded its esports program in 2015. At the time, professional esports player Daniel Clerke had a vision for something the collegiate world hadn’t seen yet: a serious, scholarship-supported esports program. When then-president Dr. Mark Lombardi asked what it would take to make Maryville a national contender, Clerke made a promise: “Give me five computers and five scholarships, and I’ll bring you a national championship.”
Maryville became one of the first colleges to offer esports scholarships and it also became one of the founding members of NACE. Now, Maryville is known to be one of the top collegiate programs in North America, with 20 championship titles in between its “League of Legends,” “Rocket League” and “Valorant” teams in the past 10 years.
“There was no blueprint,” Clerke said. “At the time there weren’t any college esports programs. We were one of the first few programs to exist so there was a lot of trial and error when trying to see what works and what doesn’t.”
Today, Clerke is the director of esports at Maryville, and the program he helped pioneer blends competitive excellence with academic standards, setting a high bar for what’s possible in college esports.
The Maryville League of Legends Team with trophy in-hand after winning the 2025 College League of Legends National Championship. (Photo courtesy of Maryville University)
(Photo courtesy of Maryville University)
“This impressive milestone is a testament to the dedication, discipline, and talent of our student-athletes – and to the vision and leadership of our pioneering esports program,” Maryville President Dr. Dan Shipp said in a press release. “Maryville continues to reimagine higher education and redefine what it means to be a student-athlete through its commitment to innovation and student success. The sky’s the limit for these student athletes, and I can’t wait to see what they do next.”
With a team-wide GPA of 3.65, the players don’t just dominate online — they’re expected to succeed in classrooms too. Every player is required to maintain at least a 3.0 GPA while training as much as eight to ten hours a day in peak season, often balancing a full courseload with high-pressure matches streaming to thousands of viewers.
“At Maryville, we train the best of the best,” Clerke said. “A lot of our players go on and play for professional teams. We’re going to teach our students and our players how to be at the top 0.01% of this activity. Through learning what it takes to be that good at this, they can apply that to learning anything else for the rest of their lives.”
Players at Maryville often practice three to four hours a day as a team, then train an additional three to four hours individually. While these schedules and requirements may seem vigorous, structured curfews, academic accountability, and high expectations for performance have resulted in high levels of success for Maryville’s esports teams and all of its professional athletes across the years.
“Maryville will strive to help you grow,” Tykhon Benderskyi, a student on the “Valorant” team at Maryville University said. “Where other schools might just expect you to be good, Maryville will work with you to make you the best you can be. You’re not gonna just be expected to show up and not get things in return. I get the love in return. I get the support in return. You are showing up and you’re doing it for yourself and for the (Maryville) family.”
Benderskyi grew up in Ukraine and moved to the United States with his family. He grew up wanting to become a professional esports player and saw Maryville as an opportunity to achieve his dreams. Maryville’s teams aren’t just the best in college – they’re performing and winning at the semi-professional level as well.
“Maryville is one of the very few schools that actually compete at the semi-professional level,” Ousley said. “Our ‘League of Legends’ team is considered one of the best ‘League of Legends’ teams, not just in collegiate but also at the semi-pro level. We won the semi-pro tournament last year. We got second this year. It’s something that we as the collegiate team have been competing in for a while, and because of that, it allows us to get the Maryville name, not just out to any sort of in the collegiate ecosystem, but in the professional ecosystem as a whole.”
Because of previous success, recruiting for a program like Maryville’s is highly competitive. With students from across the world fighting for a spot on the roster, most incoming varsity athletes already have connections to the semi-pro scene or are top-ranked in their regions. But for those who aspire to join the program without that level of experience, Maryville offers the Esports Academy: a training ground for future varsity hopefuls.
The Academy, now with over 75 active members, allows students to compete in additional titles like ‘Apex Legends,’ ‘Super Smash Bros.’ and ‘Marvel Rivals’ while offering coaching, competition, and community – without the pressure of varsity play.
“Not every high school player is ready to compete on a national stage, and that’s okay,” says Clerke. “We created the Academy so students still have a place to grow, learn and be part of something bigger.”
His advice to aspiring players: know the difference between gaming and esports.
“If you want to get really good at this, it’s going to take sacrifices, just like other sports,” Clerke said. “There isn’t a clear path for esports. So if you’re a kid that’s interested in this I would talk to your parents about it, sit down with them and try to find something in your local community.”
Clerke also stated that there are a variety of resources for children who are looking to get into esports, especially in the St. Louis area. Maryville offers esports summer youth training camps for high school students who are looking to level up their gameplay. Additionally, Missouri Scholastic Esports Federation (MOSEF) is a high school association that supported the growth of scholastic esports by providing schools with education about esports while also providing equitable access for students to competitive leagues.
While reflecting on experience pursuing video games, Benderskyi said his number one piece of advice for children who are wanting to get into esports is to understand the level of commitment that esports requires, that they must be willing to put in the work.
“If you want to go into video games, you have to develop a clear goal, have a clear discipline, a clear foundation of what you want to achieve within video games,” Benderskyi said. “Understand that you have to put in the work. You have to sacrifice your time. You have to put in those hours more than others to be better. But you need to understand that you need to put in that time with purpose. You can’t just play and play and play and expect yourself to get better. You have to have a foundation on how to get better.”