Video
gaming is no longer just a favorite pastime for college students, it’s become a varsity sport because it drives enrollment, creates campus enthusiasm, is co-ed, and doesn’t
cost much to launch.
“It’s
on the cutting edge, if not already a little bit beyond that, of new
opportunities to compete,” said Dave Gantt, vice president for athletics at the
University of Providence, Great Falls, MN. “All of our admissions counselors
are armed with the knowledge that we have this sport, and it has been something
of interest at every one of their stops.”
E-sports
have grown from a single team to more than 60 schools competing, with hundreds
more looking into offering it. Gant’s institution is retrofitting its mailroom
and bookstore in the student union for e-sport gamers, who will begin play in
the fall.
Colleges
are creating e-sports arenas in old computer labs and other rooms that were
going unused. The competitions are often streamed live and have students
providing play-by-play commentary, just like an NCAA football or basketball
game.
The
e-sports program at University of California, Irvine, is funded by university
research into the learning applications of gaming. UC Irvine also offers summer
camps for female gamers and underrepresented young people, and recently helped
to launch a regional high school league.
“The research out there
shows that women and men can compete equally, given equal access,” said Mark
Deppe, acting director of e-sports at UC Irvine. “But online cultures can be
toxic—there can be in-game harassment and bullying—and we think we can be an
influence against that.”