Welcome


This blog is dedicated to the topics of Course materials, Innovation, and Technology in Education. it is intended as an information source for the college store industry, or anyone interested in how course materials are changing. Suggestions for discussion topics or news stories are welcome.

The site uses Google's cookies to provide services and analyze traffic. Your IP address and user agent are shared with Google, along with performance and security statistics to ensure service quality, generate usage statistics, detect abuse and take action.

Friday, March 2, 2018

Attracting New Students with E-Sports

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.”