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High School Esports

Esports is coming your childs High School, fast

..an understanding from the global esports footprint, or simply at a grassroots & local esports consideration, categories of needed professional services don’t fall short in variety or necessity.

It’s an exciting time in the realm of esports; whether you’re involved in competition directly in terms of administration, are a competitor, or a third-party required contracted service (such as event planning, commentary or casting services, etc.) — there are no shortages of upcoming & current required help to cover all bases for a smooth event or experience. This is an important statement, as an understanding from the global esports footprint, or simply at a grassroots & local esports consideration, categories of needed professional services don’t fall short in variety or necessity. This is an exciting realization for any student.

Fundamentally an esports tournament or competition (termed “esports in practice” for us) requires many facets of professional services: network administration, server administration, event planning, apparel creation & design, team communication, vendor communication, prize pool / sponsorship relationship development, casting & color commentary services, computer hardware & support services, the list is exhaustive. While these are not exclusive to esports, they are exclusive to any sort of live event or structured consumer experience, with required training & learning, certifications, etc inherently (hence why they’re termed “professional”).

What this means for esports in High Schools

High school is the launchpad for furthering the spark of career & personal growth interests all students have, obviously not exclusively in the digital realm, but importantly to provide them a “long term” viewpoint of where the rubber meets the road in their career or professional development.

Any academically involved professional development group or persons should be fully aware of the term “STEM” or sometimes referred to as “STEAM” — this category of learning is a fundamental punctuation of where esports fits in. All of the above referenced services are generally aligned with some form of STEM & while not all are, esports is rooted in “digitalism” or, esports in practice is in a digital manner, hosted on digital platforms, using computers or consoles (technology). Where does this fit in academically, or how does it fit in? It fits in during the most important years of a students academic lifecycle: High School.

High school is the launchpad for furthering the spark of career & personal growth interests all students have, obviously not exclusively in the digital realm, but importantly to provide them a typically foggy, but understandably “long term” viewpoint of where the rubber meets the road in their career or professional development. This is where esports works it’s misunderstood magic. The number of parents misunderstanding the importance of what their children are developing while gaming is overwhelming, which is at no fault of their own (this is a fairly new phenomenon at scale mind you). We’re not making excuses for either party, simply translating & providing better understanding of how an enthusiastic gamer kid or teen are likely developing skills that will gracefully pass onto their careers, or professional development.

Where we should look within the academic system to take the next step

Here’s a short list of where traditional academics, & STEM or STEAM education can benefit a student with an interest in esports, with some detail. If you’ve noticed actual “game creation” or “programming games” not mentioned here, it is because the academic system has developed routes of student learning for those categories of well over a decade now (likely two or three). This should help some academic administrators or parents, as it should be clear at a semi-matured High School age level, where we can take the enthusiasm for esports & use it as fuel to drive a student through a lane of already established STEM or formal academics.

  • Broadcast & Radio Personality (traditional)
    As with any sporting or live entertainment event, an informed & confident voice enthusiastically providing play-by-play is native. No action or formal sporting event is memorable without colorful commentary. This has multiple respects, but we’ll let you do the research.
  • Live Video Broadcast (STEM)
    Every event covers multiple camera angles, using cutting edge camera technology, with a team of individuals leveraging that for a live & online consumer experience. Critical to formalized commercial esports.
  • Computer Hardware & Support (STEM)
    Gaming hardware is cutting edge technology, & while consoles (such as XBOX or PlayStation) may not provide the “hobbyist” level of tinkering desktop computer building does, an understanding of technology such as peripherals, USB / Ethernet ports, Bluetooth devices, etc are fundamental in STEM academic pathways.

Here are a few additional academic routes & in our eyes, are self explanatory:

  • Digital Photography (traditional / STEM)
  • Web Application Development & Computer Programming (STEM)
  • Computer & Systems Networking (STEM)
  • Graphic Design (traditional / STEM)

Providing some insight

The excitement our organization shares with academic administrators & advisers in driving esports enthusiasm to compliment academic pathways is profound. There’s no misunderstanding globally that esports has swept our students interests & time up with parents & teachers left to catch up in making the translation harnessing student enthusiasm to accelerate academics. We welcome any curious or excited academic administrator to reach out & see how we can help! We highly recommend reaching out additionally to the HighSchool.gg group as their platform for competition, while including actual classwork & training courses is a proven symbiosis of academics & student-gamer enthusiasm.

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