Updated Guidebook on Esports in K-12 Education

The growing popularity of esports

With hundreds of schools participating in various leagues across the U.S. and the world, esports is having a major impact on STEM learning, college and career readiness, and the technology industry as a whole. Gaming has always included a competitive element, even in the earliest video games such as Pong. However, it wasn't until the early 2000s that technological innovation provided the environment for esports to thrive. Broadband internet allowed gamers to join multiplayer competitions first through LAN connections (e.g., a "LAN party") and later through wireless connections. Gaming consoles like XBox*, PlayStation*, and Nintendo* created their own online networks to keep pace. Streaming services like Twitch* and YouTube* popularized watching others play video games. Additionally, a host of new games such as StarCraft*, FIFA*, and Counter-Strike* and game types including first person shooter and multiplayer online battle arena capitalized on the vastly improved power, performance, and graphics of modern computing. While still rapidly evolving, the esports industry is now mature enough to include niches for almost anyone with any affinity towards gaming, no matter their age, interests, or level of enthusiasm. Thanks to generous support from the Intel corporation, the team at the K-12 Blueprint has updated their popular guidebook on esports in K-12. Download now to learn more about how you can bring esports to your school