The value of esports is particularly widespread at the post-secondary level for student development, recruitment and retention.
Toronto, November 24, 2022 /PRNewswire/ – Esports is an activity where video games are played competitively by professionals and is a growing trend in the education sector. Esports are popular among a wide variety of students, including those who may not be interested in traditional sports and may otherwise see little extracurricular involvement on campus. As many education IT professionals and staff may be unfamiliar with eSports, global IT research and consulting firm Info-Tech Research Group has released a new industry program titled Develop and mature an Esports program in education respond to this emerging opportunity.
In the field of education, esports is considered a full K-20 activity, with the potential to span the entire academic journey of most students. For universities, developing relationships with local high schools through eSports can also offer a recruitment channel through scholarship programs to find students with high academic potential. Also, electronic sports can have a positive effect and improve student retention for the following reasons:
1. Many students are involved in electronic sports.
2. Many gamers are still not otherwise engaged on campuses.
3. Esports can offer multiple entry points, creating a very diverse group
Esports often develops ad hoc, but without a coherent plan it is difficult to identify initiatives to take and at what time. Info-Tech’s resource explains that although IT will often be involved in the development of an esports program due to the technical nature of its foundation, many in IT and elsewhere in the school, college or university are unfamiliar with the field of esports.
“Despite the lack of physical activity, eSports has substantial similarities with traditional sports,” says Mark MabeResearch Director at Info-Tech Research Group. “This includes the focus on team collaboration and the diversity of participation, from casual gamers to competitive ‘Athletes’ and spectators. This similarity means that the school or college can leverage their existing athletics expertise to support eSports.”
Info-Tech’s research suggests that the concept of eSports has the potential to be as popular as traditional sports and can help develop and support essential life skills.
“The main difference is the technology, and IT is often centrally involved in the development and governance of eSports,” Maeby explains. “Info-Tech’s research provides the IT department with information on the growth of esports in education, and how an esports program typically matures. It also helps IT navigate and mature the esports initiative in their district or institution.”
Although adoption is still in the early stages and lacks management of traditional sports, by leveraging a maturity model, an esports program can benefit educational institutions while minimizing the disadvantages of esports and reducing organizational challenges.
For more information about eSports in educational institutions, download the full file Develop and mature an Esports program in education program.
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About Info-Tech’s research group
Info-Tech Research Group is one of the world’s leading research and consulting companies in the field of information technologies, proudly serving over 30,000 IT professionals. The company produces unbiased and highly relevant research to help CIOs and IT leaders make strategic, timely and informed decisions. For 25 years, Info-Tech has worked closely with IT teams to provide them with everything they need, from practical tools to analyst guidance, ensuring they deliver measurable results for their organizations.
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SOURCE info-tech research group