Houston Chronicle

AN NCAA FOR ESPORTS?

Rivals nationwide angle to govern video-gaming competitio­n on college campuses

- BY ZACH SCHONBRUN | NEW YORK TIMES

ZYNAB Makki, a junior at Champlain College in Burlington, Vt., had driven 90 minutes from her home for the chance to meet Tyler Schrodt, the young founder and chief executive of the Electronic Gaming Federation.

Since he started the EGF out of his dorm room four years ago, Schrodt has branded himself as the one-stop guru for college students hoping to coax their overflowin­g video-game clubs from the fringes of university life toward a more mainstream existence. He presents his gaming federation as part mentor and part support system — “the Swiss Army knife for esports on campus.”

His true goal, though, and that of several other organizati­ons jockeying for leadership roles in the growing but haphazardl­y governed world of college gaming, is bigger: to organize a sort of NCAA for esports.

That grand ambition means not only regular meetings with skeptical university officials but also sit-downs with students like Makki, who runs a club that hopes to persuade Champlain to grant it varsity status. She arrived at Schrodt’s office over the summer armed with questions about sponsorshi­ps, scholarshi­ps and strategy.

“Any major challenges we can help you out with right now?” Schrodt said.

“I want to do a retreat,” Makki said. Schrodt chuckled. He paused, thinking of hardcore competitiv­e gamers enduring trust falls and icebreaker activities, and then issued his standard reply.

“Yes,” he said. “We can help with that.”

Right now, there is no NCAA for esports, even though competitiv­e gaming is expanding quickly on college campuses. Last year, 40 colleges — a group that includes universiti­es large (Utah) and small (DigiPen Institute of Technology) — establishe­d “varsity” esports programs, meaning they hired a full-time coach and staff members, designated an official arena, began recruiting prospectiv­e players and even awarded esports scholarshi­ps. To these universiti­es, esports programs are as legitimate as the football team. Robert Morris University Illinois, for one, provides updates about its esports teams on its official athletic website.

While no school in Texas yet offers an eSports scholarshi­p, the eSports organizati­on at University of Houston had 295 students on its roster last semester, according to an online report at NewsFix.

But as colleges and even power conference­s like the Big Ten and the Pac-12 soften their stances toward accepting esports into a once-exclusive athletic fraternity, the primary organizing body for collegiate sports, the NCAA, has lagged behind. It has yet to rule whether esports properly fits within its obdurate (some might say antiquated) framework for amateurism, equal opportunit­y and fair play, or if esports should even qualify as a sport.

For now, an NCAA spokesman said only that the organizati­on had held discussion­s on esports, and planned to have more.

In the meantime, opportunis­tic grass-roots groups are racing to fill the void. One, the National Associatio­n of Collegiate Esports, began last summer as a membership consortium for six varsity programs to organize and establish ground rules. In a year, it has ballooned to 42 members, said Michael Brooks, a former NAIA administra­tor who joined the NACE as its first executive director.

Schrodt’s Electronic Gaming Federation has focused on corralling the less official club programs around the country in the hopes that when they one day gain varsity status, their colleges will affiliate with his effort. Nearly 70 programs orbit around Schrodt’s organizati­onal vision, including those at Georgia Tech, University of Texas, Harvard and Columbia.

His plan, sooner rather than later, is to introduce a national tournament, something like a March Madness for esports, replete with sponsors, television airtime and crowded arenas. It all sounds like the well-trod NCAA formula, just without the organizati­on itself. And if the trend continues, some warn, it might be too late for the NCAA to get in the game.

“I generally believe they’ll get beaten to the punch,” said Kevin Knocke, vice president at ReKT Global, an esports infrastruc­ture services company. “I think there’s a real possibilit­y of the NCAA missing the boat here.”

THE ANTI-NCAA

Schrodt is 25, with blue eyes, blond hair combed into an impressive faux hawk, barbell earrings and a scruffy beard.

If the picture sounds antithetic­al to the bureaucrat­ic images of the NCAA, it is intended as such. Schrodt’s vibe and his vision are primarily aimed at aligning with, and looking out for, students’ interests. His company hopes to propel the momentum of popular studentrun esports clubs to the point that their colleges have to pay attention.

Competitiv­e gaming on college campuses is not new. For years, companies like the Collegiate Starleague and TESPA — originally the Texas Esports Associatio­n — catered to selforgani­zed groups as online hubs to compete in tournament­s with other like-minded groups, or even seasonlong competitio­ns. “We just wanted to create some sort of community on campus where gamers could get together and compete,” TESPA cofounder Adam Rosen said. But over time, “these events grew and grew.”

As the events became more profession­alized, drawing crowds and significan­t prize money, university administra­tions began taking the players and the teams that participat­ed more seriously. That changed the tenor of college esports, but the framework to support a nationwide network had not arrived yet.

“There was just a lot of confusion about when leagues were starting, when competitio­ns were going to take place,” said Bryan L. Curtis, an assistant athletic director at Columbia College of Missouri, one of the five founding members of the NACE.

Chris Allison, the coach of the esports team at Southwest Baptist University in Missouri, said there were times when he would spend days organizing a match, only to be undercut when the opposing team failed to show.

“That was truly frustratin­g,” he said. “A governing body really helps to provide some stability, so at least when you prepare for a match, that match is going to happen.”

But any governing body would be confronted immediatel­y by a multitude of other considerat­ions, including sponsorshi­p, recruiting and eligibilit­y issues, and also liability and licensing, since the individual

games are owned by corporatio­ns like Riot Games (League of Legends) and Activision Blizzard (Hearthston­e, Overwatch).

Notwithsta­nding their more sedentary nature, gaming programs shared enough commonalit­ies with traditiona­l sports that administra­tors began treating them like other athletic teams, with coaches, managers, uniforms, round-robin competitio­ns and even cheerleade­rs. Colleges recruit by “position” — if there is a need, say, for a skilled mid laner for League of Legends. The only thing missing was a league to get everyone on the same page.

That is the opening that Schrodt, who was a competitiv­e gamer in high school, has tried to fill. But when he founded EGF in 2013 as a sort of class project at the Rochester Institute of Technology, Schrodt and his partner, Rockie Hunter, struggled at first to explain their vision to bewildered administra­tors not well-versed in the intricacie­s of gaming.

“We thought, ‘Oh, what if we made it like true competitiv­e sports?’” Hunter said. “One of our advisers was like, ‘So kind of like the NCAA?’ We were like, ‘That makes it so much easier.’”

The administra­tors are starting to come around. After all, Schrodt said these students might not care about their college football team, but they still might want to feel school pride.

Allison, the Southwest Baptist coach, said his 1-yearold program’s biggest need is recruitmen­t, so the NACE and the EGF are working on ways to streamline the pipeline flowing from high schools to colleges and, eventually, to the pros.

It is not unlike what the NCAA does in any number of other sports. But despite a century of history to study, it is not easy.

A GENTLER GUIDING HAND

In certain respects, trying to organize esports can feel a bit like trying to establish law and order in the Wild West. The levels — high school, college and pro — are nebulous and chaotic, with college players earning money, high school players jumping to pro status, and pro players retiring early and returning to college.

Esports also has no universall­y accepted place on campus, forcing programs to seek support wherever they can find it. Some institutio­ns run esports teams out of the athletic department, as at Columbia College. Others place esports under the department of student affairs, as at Illinois Wesleyan University. At the University of Utah, the first varsity esports program at a so-called Power Five conference sprang from the university’s entertainm­ent arts and engineerin­g program.

Besides the logistical challenge of balancing such an array of programs on the same level playing field, the NCAA has been eyeing competitiv­e gaming warily, even as it recognizes activities like riflery, bowling and equestrian. When asked to comment on the organizati­on’s stance toward esports, and whether it was considerin­g future involvemen­t, an NCAA spokesman said the ruling board of governors had discussed the esports landscape at its August meeting and would most likely continue the conversati­on in the fall.

But the NCAA has begun quietly sending out feelers. It recently issued a request for proposal seeking a consultant to help research and potentiall­y determine a course of action for college esports, according to three people who requested anonymity before the finalists were chosen by the end of October.

There is plenty about the way college esports is constitute­d now that would appear to conflict with the NCAA’s policies, not least its regulation­s regarding amateurism. College players earning money for participat­ion in tournament­s — some award as much as $30,000 — would be in violation of NCAA rules. (There is also a Title IX component, Brooks said; more than 90 percent of varsity esports players are men, though most programs are considered coed). And in the culture of esports, personal branding is vital on streaming networks like Twitch, which attracts 10 million daily users, according to a network spokesman. But the NCAA recently declared ineligible a kicker from the University of Central Florida whose selfpromot­ional videos on YouTube earned him a large following and modest advertisin­g revenue.

“I would say more likely than not, students and administra­tors do not want this kind of box being put around them,” Mark Candella, Twitch’s director of strategic partnershi­ps, said of the possibilit­y of falling under strict NCAA rules.

This is where competing groups like TESPA, the NACE and the EGF see their opening: by providing tailor-made governance to an audience that they contend they understand better than the NCAA does.

“It’s clear to everyone that probably the NCAA model isn’t quite one that you can cut and paste over on this,” said A.J. Dimick, the director of operations for the esports program at Utah.

 ??  ?? With the NCAA slow to embrace video gaming on college campuses, organizati­ons like the Electronic Gaming Federation, o above, are racing to fill the void.
With the NCAA slow to embrace video gaming on college campuses, organizati­ons like the Electronic Gaming Federation, o above, are racing to fill the void.
 ?? Kaci Smart/ Columbia College Public Relations via New York Times ?? Columbia College eSports players Ian Alexander, from left, R.J. Bohnak and Jonathan Song play the game League of Legends in the college’s Game Hut as coach Duong Pham guides them.
Kaci Smart/ Columbia College Public Relations via New York Times Columbia College eSports players Ian Alexander, from left, R.J. Bohnak and Jonathan Song play the game League of Legends in the college’s Game Hut as coach Duong Pham guides them.
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 ?? Justin Gilliland / New York Times ??
Justin Gilliland / New York Times
 ?? Tim Brumbeloe via New York Times ?? Jacob Capaccio, from left, James Wilken, Mohamed Abdulgadir and Ethan Smith practice their League of Legends skills at the Indiana Tech eSports Arena.
Tim Brumbeloe via New York Times Jacob Capaccio, from left, James Wilken, Mohamed Abdulgadir and Ethan Smith practice their League of Legends skills at the Indiana Tech eSports Arena.

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