Esports in Public Libraries

THE BIG OPPORTUNITY: Why Esports for Your Library?


Esports is a great platform for engagement, involvement, community, and retention.


  • Some video games facts:

    • 66% of Americans play video games weekly

    • 71% of Americans under 18 years of age play video games

    • 65% of Americans 18 years of age and older play video games

    • There are 215.5 million active video game players across all ages in the U.S.


  • If you look at the percentage of high school students who are gamers, and those who simply watch esports, you realize it’s a central part of their lives now. Pew Research found in 2018 that 90% of teens (ages 13-17) play video games. Among boys of that age, the percentage is 97%


  • From a social standpoint, esports is more inclusive than other sports, with men and women able to play on the same teams and participants coming from various social groups and demographics.


  • Another consideration is that students in school who are interested in esports have a higher tendency to be academic achievers and are interested in higher paying STEM and STEAM (science, technology, engineering, arts and mathematics) fields.

YOUR TEENS' NEXT ESPORTS OPPORTUNITIES:

COLLEGIATE ASPIRATIONS


  • Most college campuses now have esports clubs and many have competitive teams. It is estimated that around 240 colleges are now offering approximately $15 million in scholarships.


  • Almost 700 colleges and universities and over 13,000 students participated in the 2021-22 NACE Starleague season. (see more here)


  • Esports curriculum and career pathways are growing rapidly. Several colleges are now offering academic esports programs (degrees, minors, certificates, etc.). This movement is similar to the rise of sports management degrees over the past several decades.

YOUR TEENS' NEXT ESPORTS OPPORTUNITIES:

CAREER ASPIRATIONS


Esports is a great platform for professional development and career preparation


  • Esports is a growing industry and career path. In 2020, the global esports market was valued at just over 950 million U.S. dollars. According to estimates, global esports revenues will reach almost 1.6 billion U.S. dollars in 2023.

  • According to Hitmarker, the number of esports jobs grew 118% from 2018 to 2019.

  • Non-endemic companies are beginning to pursue potential employees that have esports related skills in order to capitalize on changing market demands.

  • Career opportunities exist in professional, as well as scholastic esports, both domestically and globally.


Our Services

Esports Club Development and Programming

Esports Facility Development and Programming

Esports Curriculum Development and Academic Programming


Esports Varsity/Competitive Team Development and Programming

Esports Consulting & Curriculum For All Your Needs:

Esports Experiential Learning Projects

Esports After School Programming

Professional Development for Scholastic Esports Administrators/Directors

Professional Development for Scholastic/Community/Youth Esports Coaches


Our Process

How We Help

Streamline the Process – We help eliminate the most common roadblocks enabling quicker development and implementation

Cater Esports to Your Community – Begin with your institution's mission, goals, and program purpose, and cater our efforts to your specific needs

Delivery – We bring immediate and ongoing results to continually move your program forward.

Why Esports?

Here are some additional benefits to share

Individuals Gain Skills for Career and Life

Social Skills

Communication

Empathy

Inclusiveness

Critical Thinking

Leadership

Teamwork

Making Connections

Goal Setting

Preparation

Problem Solving

Preparation

Managing Success & Failure

Strategic Thinking

Other Benefits Include:

- Improved Engagement and Retention for your library

- Better Choices & Healthier Behaviors

Next Steps

We can meet with you virtually to understand the current state of the esports initiatives and any existing esports programs within your library or system.



Based on this call we collectively decide if an in-person visit is necessary, if so, we plan for this. If no in-person visit is necessary, we construct a formal consultation timeline, including setting monthly milestones within the program.


Past and Current Esports Partnerships

Playfly Esports

(formerly CSL Esports)

We were the exclusive and named curriculum provider to Playfly Esports in the scholastic (K-12) and higher education market. Playfly Esports is the largest operator of scholastic esports leagues in North America.

Esports Development and Growth Enterprises

EDGE is a curriculum and consulting provider partner of Access Alliance for Education.

Washington Interscholastic Activities Association (past partnership with CSL Esports)

We provided exclusive esports consulting and curriculum services to WIAA members in association with Playfly Esports (formerly CSL Esports). WIAA is the governing body of athletics and activities for secondary education schools in the state of Washington.

EsportsAcademics

EsportsAcademics is a curriculum provider partner of Access Alliance for Education.