Collegiate Esports: Why Grassroot Level Infrastructure Matters
Esports is no more the next big thing, it’s here and now! The numbers. back it up. But what we overlook is the highly technical infrastructure behind the industry. Esports is a big business and is now a rising contributor towards the global economy – more jobs are created and new stakeholders enter the market everyday. By 2029 the market is predicted to be valued at $5.48 Billion with a CAGR of 21% from 2022 – 2029.
Impressive statistics to say the least, but what does that mean? Let’s break it down and draw some parallels. The 2022 Wimbledon winner Novak Djokovic earned $2.5 Million; In 2021 The Dota2 International Masters winner Team Spirit (a team of 5) earned a total $18.2 Million. The Wimbledon is the most prestigious tournament a player can win, the origin of tennis as a sport dates back to the 1870’s. While, the earliest esports was recognized as a sport was in the early 2000’s.
Today, most countries are turning their attention towards esports and the gaming industry as a whole. While some other nations have already emerged as leaders. By thorough planning and building the right infrastructure, these nations are paving the way for their future generations to seamlessly tap into the market.
Collegiate esports around the world
The two biggest markets for esports right now, is China and the USA. With the right infrastructure and support ensured by the joint effort of educational institutions, governments and private organisations these nations have claimed the top spot. For Instance, both countries have adopted esports in their collegiate education curriculum. China’s education ministry even listed ‘esports management’ as a major for the first time in 2016. The curriculum is designed to prepare students to organise and operate tournaments, host events, streaming, present games, etc. The course is designed to train students to cope with the rapidly evolving changes within the Industry. Recognition and adaptation of the industry is a key factor for China’s market position.
In the USA, a number of universities like Illinois State and University of Arizona are investing millions on building physical infrastructure, this is with the intention of strengthening enrollment, and to provide a space to foster community growth – development of students in esports and to facilitate networking among various stakeholders within the industry.
Other than educational institutions, external organizations like the National Association of Collegiate Esports (NACE), a North American collegiate esports association are aiding in the development of grassroots infrastructure. While in the East, companies like Tencent and Garena utilize a competitive and community-building system that they have created with competitive ladders for collegiate esports.
Currently, the NACE boasts more than 200 member colleges, while CollegiateR6 (CR6), a collegiate Rainbow Six Siege community in North America has 280+ teams. Many other such teams also exist but are affiliated with different regional esports leagues. In China, Tencent reported the participation of around 6 million students in collegiate esports events, which has since subsided due to the government’s new rules aimed at curbing gaming addiction.
More and more universities have begun adopting esports into their curriculum and are making significant investments into activities that initially started out as student-run clubs. Investment into these activities is seen through the likes of scholarship programs that help fund student athletes’ educational opportunities and partnerships with larger organisations like NACE, Tespa in the US and Tencent, Garena, etc in China have helped with further development of the grassroots level in esports.
Here’s how we believe esports is benefiting educational institutions, students and other stakeholders at the grassroots level,
- Recruitment – Upcoming talent and gaming enthusiasts are more inclined to go to a school that offers the right infrastructure. This also boasts the status of an educational institution.
- Revenue Streams – New partnerships and sponsorships between brands, institutions and students. More money means more development for brands and institutions.
- Career Opportunities – With esports as a major, a lot of businesses within the industry will look to hire graduates with knowledge of the market. More jobs in the job market, contributes positively towards the economy.
- Student Development – In curriculum research proves esports aids in STEM learning, and through co-curriculum the student can develop further as a video-game athlete
- Inclusive – Esports is open to all and has no room for discrimination, it fosters a culture of community, providing equal opportunities to all genders.
These are broadly defined benefits, and can be analyzed even deeper. However, while there are many such benefits. The primary object for any nation is to make most of the market, i.e. earn the most out of the industry. As we highlighted, esports is a big business.
Collegiate esports in India
Despite having an emerging market, many gamers still struggle to showcase their talent. Over 65% of the gamers in India, fall under the 18–25 category. This highlights, that the vast majority of gamers in our country are students. However, unlike the USA or China our collegiate infrastructure is extremely nascent.The conservative Indian market is yet to support the future of gaming.
Collegiate esports events in India are few and far in between, but they are also inaccessible to a large population of students (arguably restricted to the top, creamy-layer colleges in the country). The tournaments only cater to the best of the best, making it very difficult and hardly worthwhile for prospects and rookies that want to succeed in this field. Additionally, a large population of the college-going esports community simply does not possess the economic means or the parental support to pursue their dreams.
The growth of gaming and esports in India, just like anywhere else requires initiatives and planning, along with strategic execution. The lack of infrastructure and resources have critically affected the rate of growth in this sector. This further highlights the need for universities and brands to collaborate and provide the right aid to support the development of talent in India at the same time enabling the country to become a leader within the market.
Conclusion
Adopting esports into higher education is now being seen as a positive social program and offers a well rounded balance between curriculum and co-curriculum. It enables community building, mental health wellness, inclusivity, career opportunities, and much more. However, to access the benefits it requires infrastructure, awareness, and financial aid.
With students overwhelmingly in support of a variety of interdisciplinary, student-centred gamified experiences, collegiate esports are becoming an essential and effective way of bringing new talent, revenue, and prestige to universities.
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