Due to the 2020 pandemic, all collegiate sports had to be shut down due to worries about athletes contracting the coronavirus. That is, all except for esports.
Even though all other Spring sports had to be canceled in March, esports were still able to compete because the players don’t have to be in the same place as each other to compete. Esports is unique in this way because teammates can be on other sides of the world and still be able to play with each other because of the wonders of the internet.
This year most colleges are going to be online so that means that a lot of colleges aren’t going to be competing in other sports, which means that colleges can now focus more on esports than they have previously. Nowhere can this be seen more than Brown University. “Brown recently added more than 300 students to its roster of esports players—about a 50% uptick since March—bringing the total to over 900 players.” (PitchBook)
Esports was always going to become more successful someday but there is no denying that the pandemic helped it on its way. Over 170 schools have joined the National Association of Collegiate Esports (NACE) which is the largest conference for collegiate esports.
The transition to playing online can be difficult though. While larger division I schools were able to outfit their players with PCs during the pandemic smaller schools with emerging esports programs weren’t so lucky, but in this case, the colleges promoted esports as more of a communal activity instead of a competitive one. “The emphasis is on community and play, rather than competition,” Joe McAllister a learning environment adviser at CDWG says. (EdTech)
Esports has always served as a powerful recruitment tool. By offering competitive esports teams and scholarships, small and midsized colleges have had success using esports programs to help their schools stand out from the competition. And during a time when enrollment is dropping due to COVID-19 uncertainties, esports is becoming more important than ever for higher ed institutions. (EdTech)
Although it seems as though the coronavirus has helped collegiate esports it still has taken its toll on professional esports. Last year esports was a $1 Billion industry but this year it won’t be making as much money for the same reason as other professional sports. Even though the players can still compete fans won’t be able to go and cheer on their favorite teams in person. “Esports, with its reliance on live events, has been one of the first parts of the gaming industry to be affected. Most esports events have been canceled or postponed, though some are taking place without audiences.” “We have directors, producers, broadcast engineers, and professional gamers all working remotely to recreate the excitement and quality of a live event,” says Mike Sepso, co-founder and CEO of Vindex, an esports infrastructure platform. “Esports has been able to continue while traditional sports have not because the playing field is virtual and can be replicated online; however, nothing can truly replace the social richness of the live experience.” (World Economic Forum)