{"id":2224,"date":"2025-04-04T14:28:17","date_gmt":"2025-04-04T19:28:17","guid":{"rendered":"https:\/\/dda.ndus.edu\/ddreview\/?p=2224"},"modified":"2025-04-04T14:28:18","modified_gmt":"2025-04-04T19:28:18","slug":"rise-of-collegiate-esports-in-north-dakota","status":"publish","type":"post","link":"https:\/\/dda.ndus.edu\/ddreview\/rise-of-collegiate-esports-in-north-dakota\/","title":{"rendered":"Rise of Collegiate Esports in North Dakota"},"content":{"rendered":"\n<p>For decades, the stereotypical \u201cgamer\u201d was a solitary player sitting in a dark room, locked away from the real world and locked into a digital one. Today, gamers are more likely found on college campuses engaging in collegiate esports, which has become a booming industry, turning colleges and universities worldwide into training grounds for new generations of competitive gamers.<\/p>\n\n\n\n<p>The term \u201cesports\u201d (aka, \u201ce-sports\u201d or \u201ceSports\u201d) refers to competitive video gaming in which players\u2014most often playing as teams\u2014compete against each other. Instead of staying at home or sitting in their dorm rooms, today\u2019s gamers are coming together on college and university campuses to form esports clubs and join competitive teams.<\/p>\n\n\n\n<p>While competitive video gaming has existed since at least the 1980s, the term \u201cesports\u201d was coined in 2000 and derives from shared characteristics with athletics programs, including an emphasis on developing well-rounded leaders through teamwork, strategic thinking, precise timing and adaptability.<\/p>\n\n\n\n<p>By leveraging video games as a platform, esports programs offer a new and unique set of opportunities for students to compete and get involved on their campus. One student at Minot State University (MSU) noted that after a car accident \u201ctook away my ability to be competitive and belong to something [in sports], esports came along and gave me the chance to do that again in school.\u201d<\/p>\n\n\n\n<p>Although far less physically intensive than sports, many esports competitions take place in annual seasons like sports, and collegiate esports competitors often have student contracts similar to those of student-athletes that specify expectations for academic progress, wellness activities and team practices.<\/p>\n\n\n\n<p>Esports programs are becoming increasingly common at campuses throughout the North Dakota University System (NDUS), as well as in public and private high schools, private universities and other organizations statewide.<\/p>\n\n\n\n<p>Supported by a rapidly growing industry that includes video game developers, computer hardware companies and sponsorships, NDUS institutions are building competitive programs, inclusive student communities, academic programs of study, research agendas, policy proposals and regional tournaments for both high-school and collegiate players. With more than 150 MSU students (or roughly 6 percent of the student body) involved in esports and 30 (about 1.2 percent) competing on varsity esports teams, esports programming engages a proportion of the student body that\u2019s comparable to most individual sports programs.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" width=\"1024\" height=\"683\" src=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-1024x683.jpg\" alt=\"\" class=\"wp-image-2228\" srcset=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-1024x683.jpg 1024w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-300x200.jpg 300w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-768x512.jpg 768w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-600x400.jpg 600w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-1536x1024.jpg 1536w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-150x100.jpg 150w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-696x464.jpg 696w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-1068x712.jpg 1068w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-1920x1280.jpg 1920w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2-630x420.jpg 630w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports2.jpg 2048w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>High school students play Rocket League at Minot State University\u2019s Great Plains Gauntlet esports tournament in April 2024.<\/figcaption><\/figure><\/div>\n\n\n\n<p>The authors, Professor Ethan Valentine and Briana Romfo, lead the MSU esports program. Romfo is a 2024 MSU graduate with a B.A. in Elementary Education, a former competitive Valorant[i] player for the university, and MSU\u2019s current Esports Head Coach. Valentine is an Assistant Professor of Psychology and serves as Director of MSU Esports and faculty advisor for the esports club.<\/p>\n\n\n\n<h2><strong>Global Phenomenon<\/strong><\/h2>\n\n\n\n<p>Global revenues in esports are projected to reach $4.8 billion in 2025.[ii] This includes revenues in media rights and broadcasting, merchandise, ticketing for live events, game publisher fees, advertising and esports betting. Although often thought of as a purely digital pursuit, esports is rooted in face-to-face competitions hosted in arcades, including events such as Sega\u2019s All Japan TV Game Championships in 1974 and Atari\u2019s 1980 Space Invaders Championship in the U.S.[iii]<\/p>\n\n\n\n<p>With the advent of online play throughout the 1990s and early 2000s, competitive gaming has only continued to grow. South Korea was a focal point for this early growth, with the Korean e-Sports Association formed in 2000 as part of the South Korea\u2019s Ministry of Culture, Sports and Tourism.[iv] As the popularity of esports has grown, so too have viewership numbers and prize pools for professional tournaments. The 2023 League of Legends World Championship saw peak concurrent viewership of around 6.4 million fans, with total viewership likely much higher, and a prize pool of more than $2.2 million.[v]<\/p>\n\n\n\n<p>It also seems likely that competitive gaming has a long life ahead, given that 85 percent of 13- to 17-year-olds report playing video games.[vi] Demographics are shifting as well: Among those who self-identify as gamers, roughly 46 percent are women, up from 38 percent in 2006.[vii] In this changing landscape, collegiate esports programs are quickly becoming a staple nationwide.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" width=\"1024\" height=\"682\" src=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-1024x682.jpg\" alt=\"\" class=\"wp-image-2229\" srcset=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-1024x682.jpg 1024w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-300x200.jpg 300w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-768x512.jpg 768w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-600x400.jpg 600w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-1536x1024.jpg 1536w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-2048x1365.jpg 2048w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-150x100.jpg 150w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-696x464.jpg 696w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-1068x712.jpg 1068w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-1920x1280.jpg 1920w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/Esports3-630x420.jpg 630w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>Briana Romfo, Esports Head Coach, leads Minot State University\u2019s Valorant team at the 2024 Great Plains Gauntlet tournament in April 2024.<\/figcaption><\/figure><\/div>\n\n\n\n<h2><strong>Collegiate Esports<\/strong><\/h2>\n\n\n\n<p>Just as the professional esports industry has set revenue and viewership records in recent years, the collegiate esports ecosystem continues to boom. While chess and other gaming clubs have existed on college\/university campuses for decades, the earliest varsity esports programs (funded by their colleges) in the U.S. date back to around 2015 at Robert Morris University in Illinois.<\/p>\n\n\n\n<p>Today, there are more than 750 collegiate esports programs in the U.S. with about 40 percent of the programs housed in athletics departments, 15 percent in academic departments and 45 percent in student services departments. This growth reflects the desire on the part of both colleges and students for increased engagement and esports\u2019 capacity to increase enrollment, which is needed throughout higher education.<\/p>\n\n\n\n<p>In 2023, about 60,000 students enrolled in esports programs nationwide,[viii] compared to half that number in 2020,[ix] with programs reporting an average addition of 10 to 15 new esports players in 2023. About 90 percent[x] of esports participants are male, offering an opportunity for colleges and universities to address the falling enrollment in recent decades among male students, more of whom might choose higher education if informed about esports programs. According to the National Center for Education Statistics, there are about 700,000 fewer men than women in post-secondary institutions.[xi]<\/p>\n\n\n\n<p>On the financial side, approximately $46 million in esports scholarships were distributed during the 2023-24 academic year against total tuition revenues of over $1 billion for students enrolled in esports programs. Sponsorships and donations further support these programs, with fundraising averaging $14,726 per year, with some of the most successful programs raising more than $100,000 per year in sponsorships and donations.<\/p>\n\n\n\n<p>While campuses might invest primarily to grow and retain their student bodies, students become invested in esports for a number of reasons. The roots of many collegiate esports programs are in student clubs, which highlight one of the major benefits: a community of peers with similar interests. Esports clubs and programs serve a population of students who has often struggled to find a community on college campuses, given that their interests and hobbies have often depended on online\u2014rather than in-person\u2014communities. Typical comments from MSU students, for instance, note that esports programming \u201chelps me feel more connected to campus\u201d and \u201cmakes it easier to make friends with similar interests.\u201d Students also directly benefit from scholarships that reduce their cost of attendance, which is a huge benefit given the cost of a college education today.<\/p>\n\n\n\n<p>In addition, esports programs help develop crucial skills among their competitors, including teamwork, critical thinking, problem-solving and emotion\/stress coping.<\/p>\n\n\n\n<h2><strong>Challenges<\/strong><\/h2>\n\n\n\n<p>Despite the many positives, collegiate esports programs face several challenges. Programs are\u2014perhaps understandably\u2014under pressure to grow student bodies and support an ever-growing number of competitors. That growth leads to difficulties with infrastructure, since few institutions have the funds to support increasingly large competitive programs. Costs to grow an esports program include expensive PCs, which need to be replaced every few years, and paying higher electrical bills, which might include rewiring facilities, and increased bandwidth usage, which IT departments must account for.<\/p>\n\n\n\n<p>Many programs also struggle to establish a sense of legitimacy on their campuses and in their communities, with competitive video gaming sometimes viewed as less valuable than traditional athletics and even inappropriate for institutions to support due to the controversy about the impacts of violence in video games. In contrast, many video games played in collegiate (and high school) esports spaces are not explicitly violent, or they are built to be inherently fantastical and unrealistic. Games such as Rocket League (think soccer, but with rocket-powered cars) and League of Legends (a fantasy world in which players capture territory and slay dragons) dominate many esports competitions, while first-person shooter games such as Valorant avoid showing blood and gore.<\/p>\n\n\n\n<p>In addition, while the evidence on the effects of violent media is mixed, recent research suggests that video game play may be related to positive mental health,[xii] pro-social behavior[xiii] and many of the other benefits of traditional sports[xiv] when gameplay is well managed, as it can and should be in collegiate programs. Even the U.S. military is on board, with gaming and esports being used for both recruitment[xv] and combat readiness.[xvi] <\/p>\n\n\n\n<p>Part of this struggle with legitimacy comes from the lack of a uniform competitive structure. While organizations such as the National Association of Collegiate Esports (NACE) and the National Esports Collegiate Conference (NECC) largely dominate collegiate competitions, they\u2014and all organizers\u2014are inherently limited in the rules and regulations they can create due to software publishers owning the games. If Riot Games (publisher of League of Legends and Valorant), for example, institutes a new rule, all organizations must comply or not compete. By contrast, sports organizing bodies such as the National Collegiate Athletic Association don\u2019t have this problem as no one organization \u201cowns\u201d basketball, football or other sports.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" width=\"1024\" height=\"681\" src=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-1024x681.jpg\" alt=\"\" class=\"wp-image-2231\" srcset=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-1024x681.jpg 1024w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-300x200.jpg 300w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-768x511.jpg 768w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-600x399.jpg 600w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-1536x1022.jpg 1536w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-2048x1363.jpg 2048w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-150x100.jpg 150w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-696x463.jpg 696w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-1068x711.jpg 1068w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-1920x1278.jpg 1920w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports4-631x420.jpg 631w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>(Front to back) Noah Haglund, Dillon Hager and Edgar Cabrera, players on the University of Jamestown\u2019s esports team\u2014the Jimmies\u2014compete in Rocket League at the 2024<br>Great Plains Gauntlet, hosted by Minot State University.<\/figcaption><\/figure><\/div>\n\n\n\n<p>Perhaps most important from a day-to-day perspective is the issue of burnout. Many collegiate program directors and coaches are heavily overworked, with individual coaches often managing five or more esports games at a time. For example, Briana Romfo (the coauthor of this article) coaches players in five games\u2014Valorant, League of Legends, Overwatch 2, Rocket League and Super Smash Bros. In the spring semester, either or both Call of Duty and Apex Legends will be added to her workload.<\/p>\n\n\n\n<p>\u201cEach game requires very different skills and knowledge to be successful, both as a coach and a player,\u201d explained Romfo. \u201cGames such as Valorant and Overwatch require knowledge of different maps, quick reaction times and knowledge of how players\u2019 roles and characters interact. Super Smash Bros. is a fighting game with a focus on split-second judgments of distance, speed and motion. League of Legends is much more tactical, with decision-making and planning taking on bigger roles.<\/p>\n\n\n\n<p><strong>\u00a0<\/strong>\u201cAs a coach, not only are you trying to manage gameplay, but you also are finding tools to help students with their mental and emotional health. Esports can be very demanding, with constant pressure to win, develop strategies and organize practices. And that\u2019s just for one competitive title. Many coaches have to juggle multiple titles, each with its own set of strategies and team dynamics. When a coach experiences burnout, it affects the success of the entire team.\u201d<\/p>\n\n\n\n<h2><strong>Esports in North Dakota<\/strong><\/h2>\n\n\n\n<p>In 2016, the University of Jamestown founded the first esports program at an institution of higher education in North Dakota. Then, in 2018, Dickinson State University (DSU) became the first NDUS school to start an institutionally funded program. Today, esports programs thrive at MSU, DSU, the University of North Dakota (UND), North Dakota State University (NDSU), Bismarck State College (BSC) and at Sitting Bull College, an affiliated tribal college. As well, several campuses, including Valley City State University, Mayville State University, North Dakota State College of Science, Dakota College at Bottineau and Williston State College host esports clubs. Most in-state teams compete in leagues\/seasons hosted by the NECC and\/or NACE. As well, some teams compete in tournaments or leagues hosted by other organizers (for example, College Call of Duty and Collegiate Champions League). Much like traditional sports conferences, these organizers run competitive seasons throughout the academic year and sometimes summers, with competitions varying in length from weekend tournaments to seasons lasting an entire academic year.<\/p>\n\n\n\n<p>Esports at the high-school level in North Dakota is also growing. While esports remain a club activity at the secondary level (as opposed to an officially sanctioned student activity), hundreds of students statewide are actively participating in esports competitions. Fenworks,[xvii] a Grand Forks-based company founded by a UND graduate, functions as one of the primary organizers for high-school esports competitions, including hosting a state tournament each spring. The 2024 tournament featured more than 400 competitors from more than two dozen schools in North Dakota and Minnesota. These events and other high school competitions, such as MSU\u2019s Great Plains Gauntlet and BSC\u2019s Winter Brawl, serve as important opportunities not only for high schoolers to compete, but also for collegiate institutions to recruit new students.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" width=\"1024\" height=\"857\" src=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-1024x857.jpg\" alt=\"\" class=\"wp-image-2233\" srcset=\"https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-1024x857.jpg 1024w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-300x251.jpg 300w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-768x643.jpg 768w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-600x502.jpg 600w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-150x126.jpg 150w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-696x582.jpg 696w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-1068x894.jpg 1068w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy-502x420.jpg 502w, https:\/\/dda.ndus.edu\/ddreview\/wp-content\/uploads\/sites\/18\/2025\/04\/esports-beaver-mascot-mark_Esports-head-mascot-mark-color-copy.jpg 1134w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>Above, the logo for Minot State University\u2019s esports program, designed by Roxi Mathis.<\/figcaption><\/figure><\/div>\n\n\n\n<h2><strong>Esports Academic Programs, Research &amp; Community Building<\/strong><\/h2>\n\n\n\n<p>Esports contribute to higher education by helping prepare gamers for careers both within and beyond the sport; by attracting academic research, which expands our understanding of psychology, business, media production, and other fields associated with esports; and by fostering community among students.<\/p>\n\n\n\n<p>Just as most collegiate basketball players or sprinters won\u2019t become professionals in their sport, most collegiate esports players won\u2019t become professional players. And just as college athletic programs, collegiate esports programs need to focus on preparing students for careers beyond competition. Participation in esports programs help students develop important skills, including problem-solving, decision-making, collaboration, adaptation to change and cross-cultural communication.[xvii]<\/p>\n\n\n\n<p>Regarding research, MSU\u2019s Digital Cognition Lab, which includes student researchers Sara Van Wickler and Alex Engel, alongside Principal Investigator Ethan Valentine, presented findings at the 2024 Esports Research Network Conference on the differences in beliefs about performance-enhancing drugs (PED) in esports and traditional sports.<\/p>\n\n\n\n<p>The findings showed that opposition to PED use in traditional sports was nearly unanimous, with 93 percent of participants\u2014out of 193 students, staff and faculty at American colleges and universities\u2014indicating that drug use was unfair in sports. However, only 60 percent of survey participants said the same for esports. Open-ended participant responses suggest that the differences may be due to the belief that PEDs would not matter in esports due to a lack of physical activity. More research is needed to confirm why this is and what impact, if any, those differences in beliefs may have on usage behavior. This is especially important given that it is generally not physically enhancing drugs (for example, anabolic steroids) that might be of concern in esports, but rather psychoactive drugs (for example, stimulants).<\/p>\n\n\n\n<p>With broader connections to the Esports Research Network,[xix] Esports Foundry,[xx] Voice of Intercollegiate Esports[xxi] and other organizations with a stake in academic scholarship, there have never been more opportunities for researchers within NDUS to build research agendas tied to gaming and esports.<\/p>\n\n\n\n<p>Another important contributor to the success of college\/university campuses is how well they foster a sense of community for their students. NDUS institutions often support intramural tournaments for students on campus, host gaming-themed movie nights and organize events to simply bring people together to game. Beyond our campuses, community events and collaborations with local partners, such as iMagicon[xxii] (Minot), ByteSpeed[xxiii] (Fargo\/Moorhead), Fenworks (Grand Forks) and others lead to meaningful local engagement.<\/p>\n\n\n\n<p>Here in Minot, MSU Esports works with iMagicon (a convention for fans of gaming, anime, science fiction) to support in-person community gaming nights. In April 2024, MSU worked with LeagueOS[xxiv] (a platform for hosting esports leagues and recruiting students) and Visit Minot (the city\u2019s tourism board) to host the first annual Great Plains Gauntlet[xxv] esports tournament for both high school and collegiate competitors on MSU\u2019s campus.<\/p>\n\n\n\n<p>Elsewhere, as examples, NDSU coordinates the Dakota Collegiate Rocket League circuit every semester (including in-person playoffs), BSC hosts an annual high school tournament during the spring semester, the University of Jamestown runs a collegiate tournament in the fall, and DSU held a virtual esports conference for high school esports coaches for the first time this year.<\/p>\n\n\n\n<h2><strong>Future of Esports in North Dakota<\/strong><\/h2>\n\n\n\n<p>Despite the broad challenges facing esports\u2014including coach burnout and infrastructure limitations\u2014the future of collegiate esports seems bright. With an estimated two million high school esports players in the U.S. and a multitude of ways for our university system to engage with the esports landscape, we have new opportunities to continue to serve our students, our communities and our academic disciplines. Through partnerships within and between campuses, collaborations with community groups and innovative research agendas and programs of study, engagement with esports will continue to provide the NDUS with the chance to lead the way in education, research and community involvement. \u25c9<\/p>\n\n\n\n<hr class=\"wp-block-separator\" \/>\n\n\n\n<h2>REFERENCES<\/h2>\n\n\n\n<p>[i] <a href=\"https:\/\/playvalorant.com\/en-us\/\">https:\/\/playvalorant.com\/en-us\/<\/a><\/p>\n\n\n\n<p>[ii] Statista, \u201cEsports\u2014Worldwide,\u201d Statista, March 2024, <a href=\"https:\/\/www.statista.com\/outlook\/amo\/esports\/worldwide\">https:\/\/www.statista.com\/outlook\/amo\/esports\/worldwide<\/a>.<\/p>\n\n\n\n<p>[iii] Michael Borowy &amp; Dal Yong Jin, \u201cPioneering E-Sport: The Experience Economy and the Marketing of Early 1980 Arcade Gaming Contests,\u201d International Journal of Communication 7 (2013): 2254-2274.<\/p>\n\n\n\n<p>[iv] Dal Yong Jin, \u201cHistoriography of Korean Esports: Perspectives on Spectatorship,\u201d International Journal of Communication 14 (2020): 3727-3745.<\/p>\n\n\n\n<p>[v] Esports Charts, \u201c2023 World Championship,\u201d Esports Charts, <a href=\"https:\/\/escharts.com\/tournaments\/lol\/2023-world-championship\">https:\/\/escharts.com\/tournaments\/lol\/2023-world-championship<\/a>.<\/p>\n\n\n\n<p>[vi] Jeffrey Gottfried and Olivia Sidoti, \u201cTeens and Video Games Today,\u201d Pew Research Center, May 9, 2024, <a href=\"https:\/\/www.pewresearch.org\/internet\/2024\/05\/09\/teens-and-video-games-today\/\">https:\/\/www.pewresearch.org\/internet\/2024\/05\/09\/teens-and-video-games-today\/<\/a>.<\/p>\n\n\n\n<p>[vii] Statista, \u201cDistribution of video gamers in the United States from 2006 to 2023, by gender,\u201d Statista, July 2023, <a href=\"https:\/\/www.statista.com\/statistics\/232383\/gender-split-of-us-computer-and-video-gamers\/\">https:\/\/www.statista.com\/statistics\/232383\/gender-split-of-us-computer-and-video-gamers\/<\/a>.<\/p>\n\n\n\n<p>[viii] Postell &amp; Narayn, \u201cTrends in Collegiate Esports,\u201d 2024.<\/p>\n\n\n\n<p>[ix] Chris Postell &amp; Kris Narayn, \u201cTrends in Collegiate Esports,\u201d Esports Foundry, Volume 1 (2020), <a href=\"https:\/\/esportsfoundry.com\/Trends-in-Collegiate-Esports.html\">https:\/\/esportsfoundry.com\/Trends-in-Collegiate-Esports.html<\/a>.<\/p>\n\n\n\n<p>[x] Ruby Moley, \u201cWomen Underrepresented in Collegiate Esports,\u201d The State Press, November 30, 2022, <a href=\"https:\/\/www.statepress.com\/article\/2022\/12\/women-underrepresented-in-collegiate-esports\">https:\/\/www.statepress.com\/article\/2022\/12\/women-underrepresented-in-collegiate-esports<\/a>.<\/p>\n\n\n\n<p>[xi] <a href=\"https:\/\/nces.ed.gov\/fastfacts\/display.asp?id=98\">https:\/\/nces.ed.gov\/fastfacts\/display.asp?id=98<\/a><\/p>\n\n\n\n<p>[xii] Niklas Johannes, Matti Vuorre, &amp; Andrew K. Pryzybylski, \u201cVideo game play is positively correlated with well-being,\u201d Royal Society Open Science, 8 (2021): 202049.<\/p>\n\n\n\n<p>[xiii] Daniela Smirni et al., \u201cThe Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review,\u201d Pediatric Reports, 13 (2021): 401-415.<\/p>\n\n\n\n<p>[xiv] Nicholas David Bowman &amp; Gregory A. Cranmer, \u201cCan Video Games be a Sport? Debating and Complicating Esports as Physical Competitions,\u201d in <em>Understanding Esports: An Introduction to the Global Phenomenon<\/em>, ed. Ryan Rogers (Lanham, Maryland: Lexington Books, 2019), 15-31.<\/p>\n\n\n\n<p>[xv] Katie Lange, \u201cMilitary Esports: How Gaming is Changing Recruitment and Morale,\u201d U.S. Department of Defense, December 13, 2022, <a href=\"https:\/\/www.defense.gov\/News\/Feature-Stories\/Story\/article\/3244620\/military-esports-how-gaming-is-changing-recruitment-morale\/\">https:\/\/www.defense.gov\/News\/Feature-Stories\/Story\/article\/3244620\/military-esports-how-gaming-is-changing-recruitment-morale\/<\/a>.<\/p>\n\n\n\n<p>[xvi] Scott Kuhn, \u201cSoldiers maintain readiness playing video games,\u201d U.S. Army, April 29, 2020, <a href=\"https:\/\/www.army.mil\/article\/235085\/soldiers_maintain_readiness_playing_video_games\">https:\/\/www.army.mil\/article\/235085\/soldiers_maintain_readiness_playing_video_games<\/a>.<\/p>\n\n\n\n<p>[xvii] <a href=\"https:\/\/fenworks.com\/\">https:\/\/fenworks.com\/<\/a><\/p>\n\n\n\n<p>[xviii] Bonilla, I., Chamarro, A., &amp; Ventura, C. (2022). \u201cPsychological skills in esports: Qualitative study of individual and team players.\u201d Aloma, 40(1), 35-41. Zhong, Y., Guo, K., Su, J., &amp; Chu, S.K.W. (2022). \u201cThe impact of participation on the development of 21st century skills in youth: a systematic review.\u201d Computers &amp; Education, 191, 104640. Scholz, T.M. &amp; Tan, C. (2024, October 30). \u201cTransferrable skills from esports to international business environments: An intercultural management perspective.\u201d Paper presented at the 2024 Esports Research Network Conference, London, UK.<\/p>\n\n\n\n<p>[xix] <a href=\"https:\/\/esportsresearch.net\/\">https:\/\/esportsresearch.net\/<\/a>.<\/p>\n\n\n\n<p>[xx] <a href=\"https:\/\/esportsfoundry.com\/\">https:\/\/esportsfoundry.com\/<\/a>.<\/p>\n\n\n\n<p>[xxi] <a href=\"https:\/\/www.voicecollegiate.org\/\">https:\/\/www.voicecollegiate.org\/<\/a>.<\/p>\n\n\n\n<p>[xxii] <a href=\"https:\/\/imagiconnd.com\/\">https:\/\/imagiconnd.com\/<\/a>.<\/p>\n\n\n\n<p>[xxiii] <a href=\"https:\/\/bytespeed.com\/\">https:\/\/bytespeed.com\/<\/a>.<\/p>\n\n\n\n<p>[xxiv] <a href=\"https:\/\/leagueos.gg\/\">https:\/\/leagueos.gg\/<\/a>.<\/p>\n\n\n\n<p>[xxv] <a href=\"https:\/\/msu.leagueos.gg\/\">https:\/\/msu.leagueos.gg\/<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>For decades, the stereotypical \u201cgamer\u201d was a solitary player sitting in a dark room, locked away from the real world and locked into a digital one. Today, gamers are more [&hellip;]<\/p>\n","protected":false},"author":127,"featured_media":2234,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[233,4,24,25,1002,204,1],"tags":[1130,1136,1126,1125,1113,1117,1131,1133,1134,1135,1114,1116,1120,1137,1115,1129,1128,1122,1123,1121,1124,1127,1118,1112,1119,1132],"_links":{"self":[{"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/posts\/2224"}],"collection":[{"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/users\/127"}],"replies":[{"embeddable":true,"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/comments?post=2224"}],"version-history":[{"count":4,"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/posts\/2224\/revisions"}],"predecessor-version":[{"id":2235,"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/posts\/2224\/revisions\/2235"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/media\/2234"}],"wp:attachment":[{"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/media?parent=2224"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/categories?post=2224"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dda.ndus.edu\/ddreview\/wp-json\/wp\/v2\/tags?post=2224"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}