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Mcdonald’s, gen.g, and the black collegiate gaming association come together to host the hbcu+ college network, a summit for hbcu students interested in the gaming and esports industries

McDonald’s tapped global esports organization Gen.G and the Black Collegiate Gaming Association (BCGA) to present the HBCU+ College netWORK Summit. This event will facilitate conversations and connections by introducing Black college students to professionals and entrepreneurs in the gaming and esports industries. In addition, 16 of the student participants will participate in an NBA 2Ktournament with a $1,000 prize pool. Games will be streamed on the Gen.G Twitch channel: Twitch.tv/Gengesports, further expanding the student experience and exposure. “It’s not enough to just open the doors to gaming and esports to a new generation. There has to be a way to retain those who come into the space, and that’s what we’re hoping to accomplish with HBCU+ College netWORK,” said Keshia Walkerwith BCGA. “We want to equip these students with the knowledge and grit to pursue their passion long term, together.” Gaming and esports executives will educate and mentor students through a series of panels and networking mixers. The panel will facilitate candid talks with successful Black leaders and executives within gaming and esports. Discussion topics will include how to address toxicity in the workplace, along with emerging trends such as NFTs, crypto, blockchain and lottery. Notable speakers and organizations such as Jessica Murrey, member of the Game Awards Future Class and CEO of Wicked Saints Studios, Jabari Alii, game designer at Skydance Interactive, and creator HipHopGamer will be coming to the summit to provide insights and impart knowledge gained through their experiences. Students will also have the opportunity to utilize the dedicated time slots for networking to speak to the panelists one on one. “McDonald’s has an ongoing commitment to providing access to educational opportunities and resources that will help students succeed,” said Craig B. Welburn, President of McDonald’s Capital Business Unit and McDonald’s Owner Operator. “Partnering with BCGA and Gen.G, helps prepare students to transition their dreams into reality and it’s an honor to invest in the next generation of leaders in gaming and esports.” “HBCU+ College NetWORK” is the in-person evolution of the first HBCU NetWORK Conference in 2022, held in the Baltimore, Washington, D.C., and Eastern Shore area. Alongside BCGA, Gen.G and McDonald’s is dedicated to bridging the opportunity gaps in gaming and esports. “HBCU+ College NetWORK” is designed to present attendees with the opportunity to interact with professionals from all areas of competitive gaming, ranging from content creation to venue management.

More young women seek careers in booming video game industry

FAYETTE COUNTY, Ga. (CBS46) – As more colleges offer scholarships for students interested in careers in the booming video game industry, more girls are jumping on board. Some of them are right here in Georgia. In 2018, the Georgia High School Association officially recognized Esports as an official sport. Currently, 141 Georgia schools are enrolled in GHSA Esports. CBS46 recently got a glimpse inside Renee Waters’ classroom at Whitewater High School in Fayette County. Waters is an animation teacher, chair of the Career and Technical Education Department, and the varsity coach of the school’s Esports team. “It’s not your typical sport,” Waters said. “It’s a season just like any other sports. We have a fall season and then we have a spring season.” The roughly 30 students on her squad break into teams that compete with other schools in games such as League of Legends and Smash Bros. Waters said parents are often skeptical at first. “To parents, it’s always been, ‘They’re just playing a video game. They’re up there, been playing for hours,’” she said. “No, they are developing skills, particularly problem-solving skills.” Waters said once parents learn those gaming skills could help their children earn college scholarships, they start to get it. Currently, there’s only one girl on the Whitewater team. Noel Henderson is a senior. “Freshman year, I was so anxious coming in here,” said Henderson. She’s now thinking about majoring in animation in college, thanks in part to Esports. “It’s super exciting,” she said. “It’s kind of nerve-wracking, but once you get through the first match, you really get into the game.” Katie Ryckeley is also a senior at Whitewater. She was on the varsity team last year and now plays on her own competitively. “I’m definitely going to go into game development and possibly competitive game play,” said Ryckeley. “I’ve really been wanting to create my own games for a while because I’ll play it and go, ‘Oh I really like this. I want to further extend on it,’” she said. Keshia Walker is glad to hear that Esports is becoming more popular for girls. About a year ago, Walker was talking with her pre-teen nephew about his passion for gaming when she realized there’s a lack of diversity in the gaming industry. “When he showed me the professional gamers, the top 10 gamers he was following, they were all white males and Asian guys, and I’m like, ‘Something’s wrong with this picture.’ I’m like, ‘Nobody looks like you, and there’s definitely nobody that looks like me,’” said Walker, who is Black. That lack of diversity is why Walker founded the Black Collegiate Gaming Association. “It’s very male dominated, so when women play the game and play it well and they beat guys, a lot of times they get bullied because guys don’t want to be seen as getting beat by a girl,” Walker said. “We’ve got to make women more comfortable in wanting to be in this industry and play in this industry and be successful in this industry.” Copyright 2021 WGCL-TV (Meredith Corporation). All rights reserved.

‘This Is Our Moment to Be Ahead of the Curve’: What Esports Could Mean for HBCUs

It’s no secret that professional gaming has blown up. Kids are making $3 million playing Fortnite. By the end of 2020, the esports industry was projected to hit 1.1 billion in revenue. Add in the rise of video streaming platforms like Twitch, alongside the popularity of next-generation consoles, and the spectatorship around esports has reached new heights. So it follows that everyone from chart-topping rapper Swae Lee to professional sports athletes wants in. Now, older gaming organizations like Evil Genius and ESL are competing against newer entities like FaZe Clan and 100 Thieves. And institutions of higher education have invested in gaming, too. In 2014, Chicago’s Robert Morris University Illinois became the first school to offer varsity-level scholarships for competitive esports. A few years later, schools like Shenandoah University and Ohio State University became the first universities to offer esports majors. Over the past decade, universities and colleges around the nation have entered esports as well, thanks to organizations like Collegiate Starleague (CSL) and the National Association of College Esports (NACE). With budget cuts owing to the COVID-19 pandemic, many institutions have essentially been forced to reconsider developing programs, in part to compensate for heavy losses in revenue. Contending with the same revenue challenges, a handful of historically Black colleges and universities spent the first year of the new decade attempting to enter the world of collegiate esports. In March, Johnson C. Smith University, a private institution in Charlotte, North Carolina, made noise by becoming the first HBCU to offer an undergraduate program in esports management. Months later, JCSU began a partnership with Riot Games, developer of ultra-popular games League of Legends and Valorant. Through the partnership, it hopes to provide curriculum support, guest lectures, industry consultation, internships, and more. Since then, other HBCUs, including Southern University, Morehouse College, Prairie View A&M University, Alcorn State University, and Florida Memorial University, have made their own headlines for their approach to esports. Though many predominantly Black institutions are using different strategies in building their programs, all want to be known for more than grooming the next generation of Black professional gamers and industry leaders. This means preparing students for careers in other areas of the esports and general video game industries, from content curation to publicity to management. From a staffing standpoint, this requires individuals who not only understand the esports industry but Black culture as well. The initiative as a whole will affect the future of historically Black collegiate institutions. Through esports, HBCUs could have access to an emerging industry that’s set to explode over the next decade—and, by extension, direct and indirect revenue streams that would advance their educational agendas and position them to compete with a growing collection of schools across the country. Image via Barry Gossage/NBAE via Getty Images The degree program initiative Before earning his Ph.D. in education, curriculum, and instruction from West Virginia University, Marc Williams was already a prolific figure in the sports marketing world. Working with brands like Footaction and Reebok, he was able to get product placement in gaming series ranging from Madden NFL Football to Tony Hawk’s Pro Skater (in addition to music videos and films). Williams even co-founded Saint Peter’s University’s esports and business program. Now, after turning down nine predominantly white institutions, he’s taken his expertise to Florida Memorial University to develop similar programs. He hopes to create a curriculum that extends past STEM. “We focused on a technology AR, VR—you know, game design,” says Williams. “Then, in addition to that, there’s the communications, the marketing, the production, the arts, the music to it as well. Just think, if our young Black kids get a whiff of the opportunity of knowing that they can be part of this ecosystem, we can jump at it.” On a competitive level, Williams also serves as the commissioner of the HBCU Esports Alliance in partnership with CSL. The organization is a diversity and inclusion initiative designed to significantly increase the participation of HBCU students, alumni, and fans in all segments of the esports industry. In December, the HBCU Esports Alliance held a virtual event featuring tournaments for both Madden and NBA2K alongside performances from Soulja Boy, Skooly, and RJ. Risks and rewards Williams sees esports coming to Black higher education as an investment in the future for schools, a play that will drive enrollment, retention, and overall excitement around them. But despite his knowledge of traditional athletics, gaming, and education, Williams’ plan for FMU is a gamble—even more so in the face of the unyielding spread of COVID-19. “It’s really hard to quantify in a pandemic,” he explains. “So we’re not saying that the Florida Memorial is a standard, but we have someone in myself that is able to bring my friends and partners from the industry to help me. And when they do that, it makes us a place where people may want to come. And we’re in Miami, too.” Though many HBCUs won’t see the fruits of their stake in esports for years, there’s clearly plenty of help coming from outside the collegiate sphere. Danny Martin, the Dallas-based owner of Esposure, an esports platform providing pathways for individuals and schools to learn and navigate the esports business, is among those contributing. Martin also owns the 15,300-square-foot Esposure arena, making him the only Black man in the country to own a fully functioning esports venue and content house. Competitively, Esposure has groomed significant talent, including professional NBA2K players Lord Beezus and Dayfr. “We don’t even get marketed to; we don’t get targeted. We don’t get called for anything.” – HipHopGamer “From an HBCU perspective, entities like ours are very critical for the development of talent for those particular schools,” says Martin, who went from running track during the day and repairing broken consoles by night during his undergraduate years at the University of San Antonio to rubbing elbows with Silicon Valley bigshots like Danny Leffel, co-founder of the ultra-popular workforce communications app Crew, with whom he worked on the defunct resale app Yardsellr. Having an understanding of app development and management, Martin started Esposure through its first iteration, Geekletes. Now, Martin has become a leader in the esports community. With Esposure, he hopes to usher HBCU students into the esports industry either through professional gaming or careers in fields ancillary to it. “What they learn from us is that you don’t just have to be a competitive gamer,” says Martin. “They can go to their same HBCU and ask them if they have a social media marketing team or videography.” Esposure has already started work with several HBCUs, including Southern University in Baton Rouge, Louisiana. SU’s esports program general manager Christopher Turner started the program this year after successfully establishing one for their K-12 affiliate Southern Laboratory School. The program became a talking point in the esports community when student Troy Murphy last year dominated the High School Esports League Spring Major in NBA2K and became one of the best high-school-level players in the country. Turner hopes to build a pipeline between K-12 and higher education so competitive gamers like Murphy can continue their rise in professional gaming while establishing infrastructure for other aspects of esports with help from insiders like Martin. “Recently, we had students from SU’s nursing school to show [gamers] various back exercises and stretches, alongside nutrition,” says Turner. “SU has one of the best nursing schools in the country. If a nurse has an interest in esports, this could be a pathway for them to do the same for a professional team in the future.” Building SU’s esports program and continuing the work he’s done at Southern Lab, Turner believes HBCUs creating esports programs offer a low-investment model that’ll most definitely see a return over the next few years. “If they’re here for the long haul and not looking for a quick return, the first couple of years are going to be enrollment,” Turner explains. “So it’s going to be a win-win for everybody. Do you want to make a relatively small investment now and build, or wait for the ship to sail and you find it harder for us as Black people to catch up?” Image via N. John Oubre/Southern University The cost of competing Despite being less expensive than traditional athletics, an esports program is still a costly investment depending on the games it focuses on. “Let’s take a game like Overwatch, which is six versus six,” says Turner. “That means you’re going to need at least 12 gaming PCs, gaming chairs, mouses, keyboards, monitors, and headsets that are competition-ready. That’s going [to] run you around $40,000 to $80,000.” Nonetheless, he continues, “compare that to your average upper-tier football programs that cost millions, from training to equipment.” Williams says that HBCUs will need to surmount obstacles in financing and building out programs. He mentions leveraging companies willing to support Black causes in light of recent civil unrest around police brutality. “HBCUs are going to have to be creative,” he says. “You can’t just be like, ‘I got to hire all Ph.Ds.’ You can’t be stuck in your ways of worrying about accreditation. ‘I got to hire people who know sports management.’ You have to balance your Ph.D.s with people from the industry that have been here.” Many HBCUs have focused on building competitive programs around top-selling sports sims like NBA2K and Madden. According to an Esports Earnings report recorded between 2016 and 2018, Madden NFL 2017 and NBA 2K18 earned a collective prize pool of around $1 million for professional play. That’s a longshot from the top 10 games like Dota 2, Fortnite, League of Legends and Counter-Strike, for which the collective prize pools can reach eight figures, outside of offering more global competition. According to HipHopGamer, a popular streamer and industry figure, the problem is rooted in the lack of representation across higher-tiered competitions, an issue that has plagued the video game industry for decades. Citing Quartz, TechCrunch recently wrote that, in less than 10 years, 57 percent of gamers in the US between the ages of 6 and 29 will be people of color, while the International Game Developers Association (IGDA) shared in its 2019 survey that less than 10 percent of developers identify as Black or Latinx. Ensuring diversity across various levels of video game development still seems like an uphill battle.  “This is our moment to be ahead of the curve Culture is going to actually pivot to where we are able to be the leaders in this space and make sound decisions in this space.” – Danny Martin “Those other games [like Dota 2, Counter-Strike and League of Legends] aren’t seen as cool in mainstream Black culture, and the reason is that they don’t see themselves there,” HipHopGamer tells Complex. “We don’t even get marketed to; we don’t get targeted. We don’t get called for anything. And when the NBA2Ks or Maddens come out, every PR company, every marketing advertisement, whatever, you’re going to reach out to rappers and everything that’s Black and cool. They’re going to be talking to us to make sure we moved that.” Higher-paying games like Fortnite have managed to tap into Black mainstream culture whether through Travis Scott performing a virtual concert or hosting forums on racial injustice with Van Jones, Killer Mike, and Jemele Hill. Though the popular battle royale game is available on just about everything from consoles to mobile phones, competitive play still requires a more expensive gaming PC and a monitor with a high refresh rate. The future of Black gamers and grads Still, while the video game industry has a long way to go in guaranteeing Black people opportunities, esports has also become an area in which Black women have thrived, becoming big names in the esports world. This includes figures like two time TEDx Speaker Keisha Howard, who recently appeared on a ComplexLand panel on Esports, and Nicole LaPointe Jameson, who was recently appointed CEO of Evil Geniuses, making her the first Black woman to lead a major esports team. Keshia Walker, founder of the Black Collegiate Gaming Association (BCGA), started the organization after the murder of George Floyd. She was introduced to esports through her nephew. The BCGA hopes to be another support system for HBCUs to succeed in both the gaming and esports industries. Once schools establish degree and competitive programs, these investments could raise enrollment and further modernize HBCUs. Most importantly, that support system extends to Black women. “Black women and women in general do very well with things requiring high mental capacity, so I think this is the perfect space for us,” Walker says. “I think the bigger opportunities, too, because a lot of times people automatically think about playing the game and not what’s behind the scenes. Women can be a part of other things, like finance, production, and the other 45 different job opportunities there, so the sky’s the limit.” One of the corporate partners both Walker and Marc Williams use to further HBCU esports development is streaming giant Twitch. Mark “Garvey” Candella, who serves as Twitch’s director of student and education programs, assists with various programs for HBCUs (with the intent to reach institutions of higher education across the African diaspora) through Twitch’s “three Cs” approach, which refers to community, competition, and career. Most recently, the streaming giant partnered with Cxmmunity, an Atlanta-based nonprofit helping to increase minority involvement in esports and the gaming industry. “I don’t want people going out and just trying to pay off their student debt by getting the first job that comes along to them,” Candella says. “Either they find a job that’s appropriate by letting employers know what they’re missing and saying, ‘I could be of service to you,’ or finding some students that you worked well with, graduate, and create your own media company.” Due to systemic issues that reach far back into slavery, Black professionals are normally seen as behind the curve when new industries are created. The power imbalance extends to the video game industry. “Do you want to make a relatively small investment now and build, or wait for the ship to sail and you find it harder for us as Black people to catch up?” – Christopher Turner Unlike traditional college athletes, though, gamers at that level own themselves as intellectual properties, meaning they can monetize everything from content to merch without violating NCAA rules. So far, over 200 universities have also given out $15 million in scholarships a year to gamers. With many live sports on the backburner due to COVID-19, schools like MIT and Brown are using esports as a way of building connections for students like incoming freshmen. HBCUs are beginning to take action to ensure Black people don’t get left behind. “This is our moment to be ahead of the curve,” Martin explains. “Culture is going to actually pivot to where we are able to be the leaders in this space and make sound decisions in this space. That’s why it’s very critical for HBCU entities to build out their programs fast, to showcase that they have an alumni, come out of their platform and say, ‘Man, I just made it to the league.’ But, ultimately, it also comes down to making sure that we take advantage of the opportunities that the esports industry is providing from a job perspective and a skill-set perspective.” Though HBCUs may find themselves a bit behind their PWI counterparts, there are professional Black men and women in the esports community dedicating enormous amounts of time to ensuring that catching up doesn’t equate to swimming upstream. As a growing number of HBCUs and industry leaders see it, the opportunity, alongside the wider interest, is there. It’s a question of schools positioning themselves to take it. “To be honest, esports was always big,” says HipHopGamer. “It’s just that everybody else had to catch up to it.”

Esports leagues growing on HBCU campuses

There is growing evidence that historically Black colleges and universities (HBCUs) are getting involved in the video game and esports space, recognizing that owning these spaces might be the key to their future. On Oct. 25, retailer DTLR partnered with Cxmmunity, a nonprofit dedicated to increasing minority involvement in esports, and 300 Entertainment, an independent record label, to create the first HBCU esports battleground and career fair. Musicians Soulja Boy, T-Shyne and Tee Grizzley played Call of Duty with HBCU students virtually to raise money for HBCUs that are losing money because of the COVID-19 pandemic. The event followed the creation of a new HBCU esports league called the HBCU Esports Alliance, featuring 19 school partners. Last month, students played on-campus elimination tournaments in NFL Madden and NBA 2K. HBCUs confront an urgent dilemma, exacerbated by the uncontrolled pandemic — dwindling enrollment, leading to economically insecure institutions. Though there is no single path forward academically or financially for the more than 100 HBCUs, they seek a redemption narrative. Some of these schools are reaching for a promising tool for their salvation — video games and esports. The numbers portray a daunting challenge. “According to the National Center for Educational Statistics,” NBC News reported in March, “more than 6,000 fewer students attended the 101 black colleges and universities in the U.S. during the 2018-19 school year. The 291,767 total was down from the 298,134 in the previous year, and was the lowest total since 2001, when there were 289,985 students at historically black colleges.” These schools must address how to coax more Generation Zers away from predominantly white institutions (PWIs) and online schools and in favor of their campuses. For many young folk, a pathway inside the gaming and esports industries will serve as a convincing answer. Gaming and esports are a central component of Generation Zers’ identity. Wim Stocks, chairman of Collegiate StarLeague, the biggest collegiate esports league, says a “recent Nielsen [survey] reports that 90% of kids who are who are entering college would consider themselves gamers and gaming enthusiasts not just as a hobby but really as a lifestyle.” Morning Consult found that 35% of Generation Zers are avid or casual fans of esports, meaning they are more likely to watch esports than college basketball, MLB, UFC and NASCAR. Wooing students to college campuses through gaming and esports involves two components. One is fielding esports teams that can compete against other schools. The other, more important side focuses on developing a curriculum that can recruit students interested in pursuing a career in those industries. Stocks says recruiting is key because “most of [schools’] income comes from tuition being paid or scholarships being awarded, and so the more esports can help them recruit, the more lucrative it becomes.” Furthermore, schools with a heavy esports presence can hold “invitational events,” Stocks noted, that can “be monetized through sponsorships.” Chris Davis, who teaches esports and gaming classes at Livingstone College, an HBCU in Salisbury, North Carolina, says “with HBCUs trying to find those new [ways] to keep promoting and keep [HBCUs] alive and growing into the years, I think this is one of the most natural things to start really getting into. “I think it is going to really take off.” Recently, Johnson C. Smith University, an HBCU in Charlotte, North Carolina, announced a partnership with Riot Games and launched a minor degree program in esports and gaming. Marc Williams, who is creating a new esports program at Florida Memorial University, concurs, noting, “You have an opportunity to capitalize on this at HBCUs. A lot of presidents and provosts are starting to see the big picture.” The Black Collegiate Gaming Association, founded in May 2020, is a resource that aids HBCUs in taking on the challenge to dominate this new frontier. Keshia Walker, its president, describes the organization as having “a 360-degree approach to helping first our universities, HBCUs, and secondly, black college students regardless of where they are enrolled in college, to become not just competitors in esports and gaming but contributors to the overall industry and we will do that by educating them first and foremost and by secondly giving them internships and job opportunities with the top technology esports and gaming companies in the world.” Rod Chappell, who partnered with Williams to create the HBCU Esports Alliance, “a diversity and inclusion initiative designed to significantly increase the participation of HBCU students, alumni and fans in the $150B gaming and $1.5B esports industries” believes that HBCUs can come to dominate gaming and esports. “With more structure and better methods of educating participants,” Chappell argues, “HBCUs and their students can dominate the space. As HBCUs begin to understand the opportunities that are available in revenue generation and workforce development, their students will begin to embrace and lead the industry in various areas, including competing in leagues, working at gaming/esports companies and creating their own businesses.” “Once black college presidents see this as an enrollment driver, and they see it as an opportunity to build their enrollment, when you talk like that, you got their attention.” – Marc Williams, Florida Memorial University The challenge for HBCUs is creating a new identity as one of the premier institutions for students seeking a career in video games and esports. But HBCUs have to make up ground in this space. As Walker noted, “esports and gaming is very, very new to our colleges” whereas some PWIs have operated in this space for “almost a decade and some, maybe even longer than that.” “There’s only a handful of schools that have esports teams at HBCUs going into 2020 and none of our campuses have dedicated esports and gaming labs. The first thing we have to do is build that foundation to understand the opportunity that there is.” But this is such an inchoate space, HBCUs can make it their own. Walker hopes the Black Collegiate Gaming Association can help to introduce more black folk to a “corporate arena that right now is less than 3% African American.” This is a pronounced gap in many areas, including esports events. Williams notices “when you go to some of these large events, you don’t really see people like us that are … doing the behind-the-scenes work.” Key to making this new frontier their own, HBCUs must develop a thoughtful and interesting curriculum comprehensive enough to attract students. The types of careers in these industries are numerous: animators, programmers, musicians on the game development side, esports competitors, marketers and business development. Teaching the required courses means hiring the right professors. As Williams says, “you really need to have people teaching classes that have a total grasp and understanding of it.” Developing corporate partnerships, particularly those that lead to sponsorships, internships and jobs, also will be key for HBCUs. But Williams cautions schools to ensure they build connections with the right corporations, which means asking the right questions: “ ‘What are your hiring practices?’ ‘What are the things that you’re doing to attract minorities?’ ‘We don’t just want you to throw money at us, but how are you creating pathways for our students?’” Chappell thinks that for HBCUs “to compete long term,” they must build “relationships with companies that will hire students from HBCUs. Once HBCUs and their students determine they want to win in an industry, they tend to dominate even with little resources. This is an area where resources will be plenty, so I would expect even more success.” Williams observed that “everybody wants to partner with black people now because of Breonna Taylor, George Floyd and Ahmaud Arbery, because of what we saw on TV, and we had the pandemic that made us all pay attention to everything that we as a Black community” have been saying. Williams is really sanguine on the future: “a lot of universities are coming to us now that are HBCUs and they are asking us, ‘Can you lead us?’ “Once black college presidents see this as an enrollment driver, and they see it as an opportunity to build their enrollment, when you talk like that, you got their attention.”

Black Woman Breaks Ceiling In The Gaming Industry As The First To Launch Collegiate E-sports & Gaming Company

The Black Collegiate Gaming Association Creates Scholarship, Career, Competition and Tech Opportunities for Black College Students A Black woman is poised to change the gaming industry this week as the first to enter the male-dominated space of owning a collegiate esports and gaming company aimed to catapult Black college students beyond consumers and competitors into creators and career professionals. After more than 20 years of running a successful celebrity events and experiential marketing firm, Atlanta-based entrepreneur Keshia Walker kicks off the Black Collegiate Gaming Association (BCGA) to introduce Black college students to the gaming/esports industry. The company will partner with leading historically black colleges and universities (HBCUs) to offer a 360-degree approach to learning about, and gaining access, to the burgeoning technology industry. BCGA’s programming incorporates: virtual and on-campus curriculums; inter-collegiate video gaming competitions; internships and post-graduation job opportunities; team-building and leadership training; professional development and networking events; scholarships and mentorships; and, on-campus esports and gaming labs. Participating schools can also build competitive esports teams to challenge each other in tournaments for scholarships, cash and other prizes. Walker has already secured 16 HBCUs as charter members, including Jackson State University, North Carolina A&T, Texas Southern University and her own alma mater, Florida A&M University. In addition, Intel, GameStop, Nacon Gaming, and Hitmarker have all signed on as corporate partners. Walker says this is just the beginning of how she plans to leverage BCGA to diversify both the pro-competitive gaming and corporations in the industry. “Gaming is a $159B industry and 73 percent (73%) of African Americans ages 13 years or older identify themselves as gamers. Yet, only 3 percent of those working in the gaming industry are Black and a mere 1 percent are professional gamers. Those numbers just don’t add up,” said Keshia Walker, founder and chairman, of BCGA. “There is a huge opportunity to diversify the gaming industry to be more reflective of its customer base while exposing young people to promising career opportunities. BCGA is here to open doors and literally change the game of gaming.” BCGA will launch its programming next month with “Military Play,” an online three-day esports and gaming virtual tournament. Players will compete in Madden 21, Rocket League and Call of Duty: Modern Warfare. The Veterans Day weekend competition will honor all those who serve and have served in the military. Winners will receive cash and prizes. Further, BCGA will make history this spring by hosting the first ever multi-city “Black College Con” and “Women Got Game” summits. “Black College Con” is scheduled to kick off in Atlanta and take place during HBCU conference tournaments in February and March; while “Women Got Game” will take place in March during Women’s History Month. Both innovative conferences will be centered around: dialogue relevant to Blacks and women of color in the gaming industry; esports competitions; and connecting Black and female college students of color with multicultural industry leaders for advice, mentoring, education, internships and career opportunities in gaming and esports.

Why Educators Should Embrace Esports

With esports’ popularity rising in higher education, universities investing to get involved in the new sport are expected to see a number of benefits. Miami University in Oxford, Ohio, is known for many academic and athletic achievements. The school was recently ranked third in the nation for undergraduate teaching by U.S. News & World Report. Last year, Kiplinger’s Personal Finance magazine listed it as one of the best values in public colleges. And its football program has produced several high-profile head coaches, earning it the nickname “Cradle of Coaches.” It also happens to be leading an emerging and lucrative educational pursuit — as the best program for an education in esports, according to Value Gamers. By now, many educators know that esports — multiplayer video games played competitively for spectators — are no longer just for fun. In fact, they are gaining in popularity against traditional sports such as football, baseball and basketball. More colleges and universities are embracing esports to drive media attention, recruit more digitally minded students and increase revenue through promotions and branded sponsorships. And for many young people, esports have become a way of life. In fact, two-thirds of the U.S. population over the age of 13 are gamers, and an estimated 100 million people worldwide were esports players in 2017. Not surprisingly, esports have become big business as millions of global viewers log on to watch the tournaments. Last year, the final game of esports staple “League of Legends” drew more than 60 million online spectators. It was the second most watched sporting event of the year, following the Super Bowl. MORE FROM EDTECH: Check out what other colleges are doing to prepare for esports on their campuses! Esports Gains Prominence on University Campuses The National Association of Collegiate Esports started as a nonprofit consortium of seven colleges just two years ago. Today, it has more than 100 member colleges representing a vast majority of the varsity esports programs in the U.S. As part of its mandate, NACE schools have awarded more than $9 million in scholarships and aid for students interested in enrolling in esports programs. More than 30 U.S. colleges and universities now offer scholarships for gamers. In fact, at some universities, the amount of scholarships given to esports gamers is on par with that given to traditional collegiate athletes. Schools and universities are also investing in esports arenas fitted with high-end gaming technology to host league tournaments. The University of Akron, for example, is opening three dedicated gaming facilities to accommodate its new varsity, club and recreational esports programs. The spaces will be more than 5,200 square feet and outfitted with more than 90 state of the art gaming PCs and 30 consoles. What Is the Value for Esports Athletes? Clearly, esports are part of an educational trend going mainstream. It feels fresh and exciting, and there are both profit and publicity motives for colleges and universities to participate. At the same time, esports is not without issues. Esports can blur the lines between serious educational pursuits and what many consider to be entertainment. Many parents of high schoolers, for instance, may not understand the value of an esports-focused education. The solution lies in convincing skeptics that esports are not a waste of time, but actually an opportunity for students to practice critical and analytical thinking. Esports also can be financially lucrative. Students have an opportunity to make a lot of money at very young ages through esports. Germany’s Kuro “KuroKy” Takhasomi, who reportedly earned more than $4 million by age 25 by playing in tournaments for the game “Defense of the Ancients.” Today, average tournament prize pools can run around $46,000. However, colleges traditionally require student-athletes to accept amateur status, something most professional gamers are unwilling to do. Schools and universities sponsoring esports programs, therefore, will need to consider prize-sharing models — especially if their esports programs fall under their sports departments, as about 40 percent do. Beyond financial advantages, esports also present opportunities to create entirely new professions. As tournaments grow in popularity, there will be a need for broadcast journalists specializing in coverage of these events. Similarly, marketers will want to study leveraging esports to promote their brands. Young engineers may want to consider leaning into further developing or servicing the next generation of esports technology. These are the few of the tangential careers emerging in the esports economy. Driving STEM Interest at an Early Age Esports can also help bridge the STEM skills gap by luring in young students with the appeal of cutting-edge technology. For example, more than 60 percent of “League of Legends” gamers major in STEM subjects as undergraduates, an executive for the game publisher recently told SportTechie. By comparison, 36 percent of U.S. undergraduates major in STEM fields, according to the National Science Foundation. Another beneficial aspect of esports is that they are driving women to gaming and STEM studies — areas where they have traditionally been underrepresented. According to a study by the Esports Advertising Bureau and Magid, women comprise nearly one-third of the esports audience, accounting for half of all growth in viewership over the next year — a time during which overall audience size has the potential to double. HP as a company is already seeing high-profile examples of this. This year, HP Canada named Stephanie Harvey, a French-Canadian five-time world champion gamer, as its face for the gaming community. As a female pioneer in the field, Harvey has been an outspoken advocate for gaming diversity. She founded the online community Misscliks, which works to make gaming more welcoming for women and minorities. The esports model is still evolving and will likely look different a few years from now. But make no mistake: This is not a temporary fad. It is a burgeoning business — for esports teams, athletes, brands and especially educational institutions. To this end, educators should consider what an investment in esports can do for students and their institutions. The time to get in the game is now.

What is eSports? A look at an explosive billion-dollar industry

What is eSports? eSports describes the world of competitive, organized video gaming. Competitors from different leagues or teams face off in the same games that are popular with at-home gamers: Fortnite, League of Legends, Counter-Strike, Call of Duty, Overwatch and Madden NFL, to name a few. These gamers are watched and followed by millions of fans all over the world, who attend live events or tune in on TV or online. Streaming services like Twitch allow viewers to watch as their favorite gamers play in real time, and this is typically where popular gamers build up their fandoms. The 2018 Overwatch League Grand Finals were held at the Barclays Center in New York City. Who watches eSports? Short answer? A lot of people. According to a report from Newzoo, a market analytics company, 380 million people worldwide will watch eSports this year, including 165 million eSports enthusiasts (a term that describes frequent viewers, as opposed to occasional viewers). The bulk of these enthusiasts watch from North America, China and South Korea. Tournaments and other events can attract viewing crowds that rival most traditional professional sports outings. The 2017 League of Legends World Championship drew more than 80 million viewers, making it one of the most popular eSports competitions ever. In July, ESPN and Disney XD announced they secured a multi-year deal to broadcast the Overwatch League, a brand-new international league with 12 franchises centered around the incredibly popular multiplayer first-person shooter came, Overwatch. According to research from Newzoo, 588 major esports events were held in 2017. Who plays eSports? As hard as it may be to imagine for devotees of traditional sports leagues like the NFL or the NBA; eSports, at its highest levels, functions in a similar way. In fact, this April, the NBA held a draft for the launch of its new eSports league centered around the basketball-themed NBA 2K game franchise. During the draft, 102 professional eSports players were selected, with all of the pomp and circumstance normally reserved for players on the court. NBA Commissioner Adam Silver, center, poses for photographs with gamers at the NBA 2K League draft in April, 2018. Colleges have even gotten in on the action. More than 50 colleges have varsity eSports programs, recognized by a governing body called the National Association of Collegiate Esports. NACE championships dole out thousands of dollars in prize money, which is put towards scholarships for the winners. Where’s the money in eSports? According to research from Newzoo, eSports revenue will reach $906 million worldwide in 2018. By 2019, that number is expected to surpass $1 billion. That’s a lucrative market, not only for the players, but for brands and video game producers as well. Madden 19, the game featured at the tournament in Jacksonville, is part of the long-running EA Madden Franchise. Since its inception nearly 30 years ago, the EA Madden Franchise has sold more than 130 million units, totaling more than $4 billion in revenue. eSports players, not unlike traditional athletes, can rake in big money: Tournaments can boast millions of dollars in prize money, which is typically split between the players on the winning teams. That means the world’s very tip-top players can easily earn seven figures in a year. Teams and event organizers also benefit from tickets sales for these competitions. That popular League of Legends tournament from 2017? It generated $5.5 million in ticket sales. After the shooting, EA Sports canceled the three remaining Madden Classic qualifier events to review safety protocols for competitors and spectators, according to a release issued by the gaming company. Members of professional eSports team ‘Afreeca Freaks’ prepare to compete in a 2018 ‘League of Legends’ competition in Seoul. Players also earn money from sponsorships, endorsements and league salaries. To that end, Newzoo reports brands will invest $694 million in eSports ventures this year alone. According to the numbers and the seemingly unstoppable cultural momentum, eSports will continue to grow as an industry — and a pastime — for the foreseeable future. By the end of 2018, 1.6 billion people will have some knowledge of eSports — that’s more than one fifth of the entire world’s population. So if you haven’t heard much about eSports yet, give it time. Its spread, both globally and culturally, is inevitable.

Keshia Walker Becomes First Black Woman To Launch Collegiate Esports And Gaming Company

Atlanta-based entrepreneur Keshia Walker has become the first Black woman to own a collegiate esports and gaming company. Atlanta-based entrepreneur Keshia Walker has become the first Black woman to own a collegiate esports and gaming company, one that endeavors to promote Black college students as gaming creators and career professionals. Walker, who has spent twenty years running a celebrity events and experiential marketing firm, has now founded the Black Collegiate Gaming Association (BCGA) in an effort to introduce Black college students to the gaming/esports industry. The company will partner with leading HBCUs to provide education and access to the growing gaming industry. RELATED: Fortnite Now Has Official College And High School Leagues According to BCGA, the company’s programming will include virtual and on-campus curriculums; intercollegiate gaming competitions; internships and post-graduation job opportunities; teambuilding and leadership training; professional development and networking events; scholarships and mentorships; and on-campus esports and gaming labs. Walker has signed on 16 HBCUs as charter members, including Jackson State University, North Carolina A&T, Texas Southern University and her alma mater, Florida A&M University. In addition, Intel, GameStop, Nacon Gaming, and Hitmarker have committed as corporate partners. Walker says she strives to diversify both the gaming industry as well as competitions. Schools are also encouraged to organize their own esports teams and compete in tournaments for scholarships and cash prizes. “Gaming is a $159B industry and 73 percent (73%) of African Americans ages 13 years or older identify themselves as gamers. Yet, only 3 percent of those working in the gaming industry are Black and a mere 1 percent are professional gamers. Those numbers just don’t add up,” Walker said. “There is a huge opportunity to diversify the gaming industry to be more reflective of its customer base while exposing young people to promising career opportunities. BCGA is here to open doors and literally change the game of gaming,” she added. Next month, BCGA will launch Military Play, an online three-day esports and gaming virtual tournament in which players will compete in Madden 21, Rocket League and Call of Duty: Modern Warfare. The event, which will take place on Veterans Day weekend, honors those who have served in the military. Tournament winners will be rewarded with cash and prizes. The company will also host the first-ever multi-city Black College Con and Women Got Game summits next spring. Black College Con is set to take place in Atlanta during HBCU conference tournaments in February and March, while Women Got Game will be held in March during Women’s History Month. Both conferences will address issues related to men and women of color in the gaming industry and esports competitions. They will also serve as a networking opportunity for men and women of color with industry leaders who will be on hand to offer advice, mentoring, education, internships and career opportunities in gaming and esports.

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BCGA Foundation Donation