Whether using existing systems or outfitting new purpose-built venues, schools see esports as a way to attract students and augment education.
By some estimates, the global esports market exceeded $1 billion last year, up more than 25 percent from the year before, and the global audience for esports reached nearly half a billion people. More than 200 colleges and universities belong to the National Association of Collegiate Esports. Among them, they offer more than $16 million a year in esports scholarships. This spring, Ohio's University of Akron, which runs collegiate varsity teams for video games such as League of Legends, Overwatch and Rainbow Six Siege, will offer its first "Introduction to Esports" three-credit course.
Read the full article on Campus Technology.