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Video games offer path to college

ORGANISED COMPETITIV­E GAMING ON BOTH THE HIGH SCHOOL AND UNIVERSITY LEVELS LIVES IN PURPOSEFUL DEFIANCE OF THE GAMER STEREOTYPE

- BY ARIELLE DOLLINGER

At the University of California Irvine, where e-sports fall under student affairs, gamers must try out for a team and scholarshi­p offers come later.

The games that are competitiv­ely viable in the collegiate sphere have real depth, have deep levels of strategy, and require strategic teamwork.”

Kurt Melcher | Faculty, Robert Morris University

Behind a glass partition at the Microsoft store at the Roosevelt Field Mall on Long Island, 10 teenage boys settled into seats in a rectangula­r formation. Each sat behind a laptop computer, ears warmed by a bulky headset.

Parents and grandparen­ts circled the room, peering over shoulders at screens. One mother used her iPhone to live-stream to social media.

The room had the feel of a sporting event, and it was — a group of competitiv­e video gamers on the Bay Shore High School e-sports team were competing in a scrimmage and playing their way toward college scholarshi­ps.

Multiplaye­r video games played competitiv­ely, often with spectators, are known as e-sports, and they have became a gateway to college scholarshi­p money. Over the past two years, the National Associatio­n of Collegiate Esports, which is engaged with 98 varsity programmes across the US and Canada, has helped to facilitate $16 million (Dh58.76 million) in scholarshi­ps, according to the executive director, Michael Brooks.

In higher education, esports live in various department­s. Sometimes they are part of student affairs; some schools put them in an engineerin­g or design programme; and, more rarely, they have their place in athletics.

At Robert Morris University Illinois, e-sports is part of the athletics department. Team members have access to athletic trainers and are put through light fitness training. Players attend practice on Monday through Thursday, from 4.30 to 9pm, with an hour break for dinner. They analyse film, participat­e in team-building activities, sit for communicat­ion sessions.

“The games that are competitiv­ely viable in the collegiate sphere have real depth, have deep levels of strategy, and require strategic teamwork and require real mastery to be successful — and not just by yourself, within a team environmen­t and through using tactics,” said Kurt Melcher, who runs the programme at Robert Morris.

E-sports scholarshi­ps

A few years out of college, Melcher was the football coach and associate athletic director for Robert Morris. By 2013, he noticed a college community emerging. Students were organising themselves, creating their own opportunit­ies for gaming. So he took a proposal to the university administra­tion: What if game play were an athletic endeavour?

“If you look at sports, how do you define what is more of a sport? Is football more of a sport than men’s tennis or women’s tennis, and is golf more or less of a sport than hockey?” he said.

Today, almost 90 Robert Morris students play, and about 80 of them receive esports scholarshi­ps, Melcher said. Varsity-level players can receive scholarshi­ps that cover up to 70 per cent of their tuition; reserve players receive 35 per cent tuition coverage.

At the University of California, Irvine, where e-sports fall under student affairs, gamers must try out for a team and scholarshi­p offers come later. There are 23 students on e-sports scholarshi­ps at UCI this year, on varsity and junior varsity teams, said Mark Deppe, who runs the university’s e-sports programme.

E-sports players at UCI devote 15 to 20 hours a week to the sport, Deppe said. Players scrimmage other teams, watch Video on Demand footage to evaluate performanc­e, participat­e in team meetings, sit for biweekly sessions with a team psychologi­st and work out once a week with a personal trainer. The physical workout is e-sports-inspired: aside from general cardio, routines emphasise strengthen­ing core muscles, arms, shoulders and wrists.

“There’s discipline involved, there’s practice involved, there’s teamwork and collaborat­ion involved, but also the physical aspect,” said Mark Candella, known as Garvey, the director of strategic partnershi­ps for the streaming platform Twitch. “These young people can do up to 360 controlled precise actions per minute. Their fingers and hands and their eyes move so quickly in exact coordinati­on.”

Organised competitiv­e gaming on both the high school and university levels lives in purposeful defiance of the gamer stereotype: as Melcher said, “a kid locked in a basement, anti-social, angry, drinks 50 Mountain Dews and doesn’t sort of become a valuable person in society.” In the educationa­l sphere, game play often brings students out of basements and bedrooms.

At Bay Shore High School, Ryan Champlin, a senior, started the team with the help of his father, Chris; younger brother, Kyle; and computer teacher, Mike Masino. The team is part of the school’s computer club.

Complicate­d by nature

The team plays through the High School Esports League, a body that organises competitiv­e games and serves as a recruiting pipeline for college e-sports programmes. The league has dozens of recruiters looking for scholarshi­p candidates, said Mason Mullenioux, the organisati­on’s chief executive.

Unlike traditiona­l sports, e-sports recruitmen­t is complicate­d by the nature of online gaming. Players are identified on leader boards only by user names. Details like age, gender and location are not listed. “You don’t know if they’re 12 years old or 30 years old,” said Deppe of the University of California. “People have to kind of reveal themselves to schools and groups.”

Many players create online profiles through universiti­es or organisati­ons like the high school league so that schools might find those students who both meet academic requiremen­ts and play the desired positions on their high school teams.

“The last thing you want to do is you spend a lot of time talking to a person in game, only to realise that they’re a 50-year-old doctor in Cambodia,” Brooks said.

Generally, recruiters look for high school juniors and seniors, Brooks said. The industry is in its infancy and changes quickly — by the time middle school students are ready for college, the games they are playing might not even exist.

Meanwhile, some schools offer e-sports scholarshi­ps not associated with teams or specific games. New York University awards an e-sports scholarshi­p to one student per year who is active in the gaming community and interested in working in some part of the gaming industry. The Evo Scholarshi­p is funded by subscripti­ons to the Evo tournament live-stream and by the fighting game champion Daigo Umehara. As Bay Shore players with usernames like Wobblyturt­le, Oddgecko, REC, Grassyabys­s3 and Glass competed at the mall, Ryan Champlin watched and supervised. He has already received a scholarshi­p offer from Menlo College in California.

 ?? New York Times News Service ??
New York Times News Service
 ?? New York Times News Service ?? Members of New York’s Bay Shore Senior High School e-sports team compete at a Microsoft store.
New York Times News Service Members of New York’s Bay Shore Senior High School e-sports team compete at a Microsoft store.

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