Esports is an excellent platform for student engagement, involvement, community, and retention.
If you look at the percentage of high school students who are gamers and those who watch esports, you realize it’s a central part of their lives now. According to Pew Research, in 2024, 85% of teens (ages 13-17) play video games. Among boys of that age, the percentage is 97%, while 75% of girls fall into this category. Wihin these numbers 61% of boys play games on a daily basis, as do 22% of girls.
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 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.
Esports is a great platform for professional development and career preparation
Esports is a rapidly growing industry and a viable career path. In 2025, the global esports market is expected to reach 1.8 billion in U.S. dollars. According to estimates, global esports revenues are expected to reach $12 billion in 2030.
According to Hitmarker, the number of esports jobs grew 118% from 2018 to 2019 (last data available).
Non-endemic companies are beginning to recruit potential employees with esports-related skills in order to capitalize on shifting market demands.
Career opportunities exist in both professional and scholastic esports, both domestically and globally.
Esports Varsity/Competitive Team Development and Programming
Esports Club Development and Programming
Esports Curriculum Development and Academic Programming
Esports Facility Development and Programming
Our Process
How We Help
● Streamline the Process – We help eliminate the most common roadblocks enabling quicker development and implementation
● Cater Esports to Your School/District – 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.
Social Skills
Communication
Empathy
Inclusiveness
Critical Thinking
Leadership
Teamwork
Making Connections
Goal Setting
Preparation
Problem Solving
Preparation
Managing Success & Failure
Strategic Thinking
Next Steps
We can meet with you virtually to understand the current state of the esports initiatives and any existing esports programs within your school or district.
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.
BOOTCAMPS - Train like a Pro. Intensive team-based training bootcamps designed to give your team(s) a competitive edge.
LEAGUES - Play like a Pro. Competitively balanced teams. Expert coaches. Sick prizes. Broadcast to C9 fans.
Custom Leagues
Custom Coaching
Intramurals
Single Events
Tournaments
and more!
THE GYM - Live like a Pro. Daily workshops for players, coaches and content creators. The best C9TG has to offer, all in one package 24/7.
FITGMR is a program for improving gaming performance. It does this by building behaviors and habits within the 5 Pillars of Health that research shows improve performance: physical maintenance, mental conditioning, nutrition, sleep, and lifestyle.
5 Pillars of Health
Physical Maintenance
Mental Conditioning
Nutrition
Sleep
Lifestyle
Use gaming to engage your students in physical fitness today!
Cloudbrink, an award-winning, cutting edge solution enables K-12 and higher education institutions to reduce their networking expenses by up to 70% while enhancing network security, improving the remote and hybrid experiences for students, instructors, staff, and administrators, and increasing productivity across the entire learning community or organization, including game development and esports within these organizations.
Cloudbrink has partnered with some of the world's largest game development companies.
NACE Starleague is a multi-tiered collegiate esports league organized by the National Association of Collegiate Esports (NACE) and Playfly Esports. It operates throughout the academic year and features both a Varsity division for NACE member schools and an Open division open to all colleges and universities. The league has over 18,000 student participants representing nearly 900 schools and covers a wide range of esports titles.
EsportsAcademics is a curriculum provider partner of Access Alliance for Education.
Playfly Esports is a division of Playfly Sports, which focuses on college esports and provides a platform for student-athletes to compete in various esports titles. It offers a variety of competitions, including the eNASCAR College iRacing Series, PUBG MOBILE Campus Championships, and Collegiate Chess Competitions, among others.
Esports Development and Growth Enterprise helps entrepreneurs, educational entities, and non-endemic companies integrate esports into their organizational operations through consulting and esports curriculum development.
The Washington Interscholastic Activities Association (WIAA) is a private, nonprofit 501(c)(3) service organization and rule-making body formed in 1905 to create equitable playing conditions for high school sports teams in Washington. The Association consists of nearly 800 member high schools and middle/junior high schools, both public and private, and is divided into nine geographic service districts. The state staff administers Association policies, rules, and regulations and provides other assistance and services to member schools.
New Horizons Computer Learning Centers is an IT training organization with a global presence, operating over 300 locations across 72 countries. It functions as a subsidiary of New Horizons Worldwide Inc and utilizes a franchise model to support the international expansion of its training centers