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Video Gaming and Academic Scholarship Join Forces for 鶹Ƶ’s First Esports Tournament

If you enjoy playing video games – you are a hobbyist.

If you enter competitions – you are a gamer.

If you like to watch others play – you are a fan.

Together, all three make up esports, one of the fastest growing industries in the world - playing games such as Counter Strike, League of Legends, Overwatch and HearthStone Heroes of Warcraft. Universities are catching on to the subculture - offering students varsity esports programs with practice facilities, tournaments and even scholarships.

“You have to meet students where they are, and they are gaming,” said Steve Toepfer, Ph.D., associate professor of human development and family studies at 鶹Ƶ Salem. “This is the new pastime. This is what they do. Students like to play video games, casually and competitively.” 

There are approximately 70 collegiate esports programs around the county. More than half developed just in the past year, and 鶹Ƶ is no exception. The Kent Campus alone has 16 student egaming clubs. The Salem Campus offers scholarships. The Tuscarawas Campus has created a strong team, while the Stark and East Liverpool Campuses are growing.

“This is happening all around 鶹Ƶ’s eight-campus system on the regional campuses,” said Nathan Ritchey, Ph.D., vice president for 鶹Ƶ System Integration. “We think that esports aligns perfectly with our One University mission and exemplifies our commitment to creating an inclusive environment.”

In its first effort to gauge interest, 鶹Ƶ will launch an esports tournament on May 5th on the Kent Campus in the Memorial Athletic & Convocation Center (MAC Center) at noon. 鶹Ƶ students from all campuses and students from area high schools will compete for scholarships and other prizes. Students are invited to join with friends to sign up for the team-game Overwatch, or go head-to-head in the two-player virtual card game Hearthstone, as well as join Kent’s multitude of student organizations playing console games and others. Organizers have also planned some informational sessions around other popular games in the space like League of Legends and Fortnite which may have game times too long for a casual tournament or have uncertain interest level from the student body.

“Worldwide, 27 million people play League of Legends every day, and 2.7 mill are high school seniors,” Toepfer said. “If the top 3 percent of those can get into 鶹Ƶ, then 81,000 students might make 鶹Ƶ their first choice.”

In addition to attracting students from around the nation to the university, organizers say growing an esports program will help grow international enrollment, improve the retention rate and could even lead to new degree opportunities.

“This is also a potential area to foster innovation in students, if you look at what OpenAI is doing with games and machine-learning, the emerging broadcast potential of companies like Twitch, or the people working with virtual reality and immersive space,” said Tim Pagliari, project director working with 鶹Ƶ’s regional campuses. “It’s really exciting to see these creative technologies and solutions to problems coming out of the gaming world.”

The goal is to design a community-centered program that cultivates a sense of belonging and pride with hands-on coaching, specialized advising and a variety of games at both the club and varsity level. The program will also focus on recruiting top gamers, offer scholarships to insure a highly competitive program, provide training spaces and online practice sessions and coaching.

Unlike any varsity esports program, 鶹Ƶ would like to take a holistic approach to student-gamers with an emphasis on health, including an exercise regimen tailored to counteract long hours sitting down and a best-practices approach to mental and emotional factors so that student gamers become well-rounded individuals beyond the team.

“We want to promote this as the first healthy esports program in the country. Why? Because some of the stigma is that computer games are addictive and you’re sitting in a chair when you play,” Ritchey said. 

In addition to health, 鶹Ƶ esports will focus on research. Student-gamers are expected to take part in research conducted by the university and partners who are trying to better understand esports.

“There are lots of opportunities to research topics like health,” Toepfer said. “There is almost no research on esports and well-being, so there are lots of opportunity for scholars to study what esports can do to promote health in student gamers. What I’d like to do is develop a lab so we can measure the effects of doing this.”

As 鶹Ƶ designs and shapes its esports program, it sees its first-ever tournament as a launch pad to a future where gaming and scholarship form a new type of team that competes for the best interest of students.

To learn more about the upcoming tournament, visit www.kent.edu/esports.

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Photo Caption:
鶹Ƶ students practice their egaming skills prior to 鶹Ƶ’s First Esports Tournament on May 5, on the Kent Campus in the Memorial Athletic & Convocation Center (MAC Center) at noon.

Media Contacts:
Tim Pagliari, tpagliar@kent.edu, 330-672-2286
Kristin Anderson, kander63@kent.edu, 330-672-7907

POSTED: Wednesday, May 2, 2018 12:43 PM
Updated: Friday, December 9, 2022 03:09 AM