Skip to main content

The college esports scene is ready for a boom in 2022

The esports industry has seen immense growth over the last 10 years, with the Washington Post going so far as to call the 2010’s the era of “esports adolescence.” With the introduction of Twitch in 2011 and large competitions like the first League of Legends World Championships seeing a $100,000 prize pool in the same year, esports started to gain increasedf coverage and growth as the 2010s went on.

Competitive esports at the professional level has seen large competitions that sold out stadiums such as Madison Square Garden in 2016 and certain games even set to be medaled events at the Asian Games 2022.

One area that has seen growth within the larger industry is that of collegiate esports. Colleges across the United States are launching esports programs at an increasing rate, including Pace University and the University of Arizona, adding to well over 100 programs currently in existence. Some of these programs may have started out as student-run clubs, but many are seeing participation in organized leagues now.

So, where does collegiate esports stand now and where might it be going for all those involved? With increasing support from colleges and universities in the form of program investment, scholarships, and continued interest from students, collegiate esports are set to become as normal an extracurricular as sports themselves.

The current state of collegiate esports

Collegiate esports, much like the industry as a whole, has seen growth over the last few years. That growth can be reflected in more students participating in esports programs. For example, the State University of New York (SUNY) saw 2,077 students enrolled in a SUNY esports program in the 2021 fall semester, compared to 636 students enrolled in the 2020 fall semester.

That growth can also be seen in other areas.

Kaitlin Teniente, esports head coach at St. Mary’s University, shared some insight into the growth she’s seen in collegiate esports.“Over the last few years (2017-2020). I’ve seen tremendous growth within the collegiate esports space,” Teniente tells Digital Trends. ‘There’s an increase of universities and colleges investing in esports programs and offering support to student organizations or clubs, and an increase of available esports competition to match the increase in demand. Some contributing factors include support for college esports competition from the game developers, and universities investing in esports programs as a retention and recruitment tool.”

A 2019 report that surveyed 281 leaders across K-12 and higher-education institutions worldwide found that schools were embracing esports programs for several reasons, just as Teniente outlined. Those surveyed said their esports programs helped to improve campus experiences and to boost overall student recruitment and retention. Student recruitment was reported as a factor by 41% of those surveyed.

eSports at St. Mary's University

Much like the esports industry as a whole, collegiate esports is growing with support from schools and outside organizations like the National Association of Collegiate Esports (NACE), which offers membership to more than 170 colleges and universities that have their own esports leagues.

Kenneth Utama, previous Dota Director at UBC Esports, notes that collegiate esports also grows alongside the larger esports industry. “Most of these [university] clubs may have existed for a long time, but are now growing due to esports entering the mainstream,” Utama tells Digital Trends. “For example, the University of British Columbia Esports Association has existed since 2012, but it has really been taking off the past few years. As university esports clubs grow, schools are more willing to invest in them.”

Collegiate esports and a bright future

Esports as an entire industry is projected to see 29.6 million viewers in 2022, with those numbers only set to rise in the coming years. Outside of increased viewership for esports, those working within the collegiate space have a bright outlook for the future that includes more growth in areas like student scholarships, further investment in esports programs, and a continued flourishing of the community that can be found in the players themselves.

Tarvis Malone, director of esports at Trine University and a previous esports player himself, can speak directly to his program’s community growth.

“Speaking from my personal experience of being in our conference, [collegiate esports] turned into a comradery and family within our games. Recently, we had our conference playoffs offline for the first timem and I can tell the students and staff enjoyed everyone’s presence.” Malone says. “They were able to talk in person instead of on Discord. It is normal to have disagreements, debates, rivalries, etc., but it is so much better to be in person to get a better understanding of everything.”

Our Overwatch team is playing game one against WMU! Being streamed at https://t.co/afckOsMqTa pic.twitter.com/4KEOout4Qw

— Trine Esports (@TrineESPORTS) November 20, 2021

In person or online, collegiate esports communities only seem to be growing. In Utama’s time at the University of British Columbia, the school’s esports association grew to have an extremely large community Discord server.

Alongside the community, scholarships have come to be an important factor for students. According to the NACE, more than 200 member universities contribute over $16 million in esports scholarships on an annual basis. For Utama, he hopes to see growth within the scholarship offerings from schools in the future.

“I definitely hope to see a lot of growth. Collegiate [esports] will become more important as time goes by as schools begin to accept esports into their fold,” Utama says. “The hope is that one day students can get full/partial scholarships for participating in esports. For a lot of collegiate bodies, I’d assume this would be the largest change to expect over the next few years.”

An esports player on St. Mary's esports team plays a game.
University of St. Mary's

More growth ahead

As collegiate esport leagues move forward with building full-on arenas, the future of the industry does seem to have the backing of universities themselves. But we might also expect to see more investment in terms of recruitment, financing, and further consolidation of the space as a whole, according to Teniente.

“For scholastic (high school) and collegiate esports, I expect to see more active and vocal parents when it comes to high school to college esports recruitment pipelines,” Teniente said. “As for growth, I think we’ll see more LAN events on college campuses, more universities investing in their own esports programs, and a consolidation of the college esports leagues.”

Collegiate esports may fall under the wider industry umbrella of esports, but it’s clear that the college space has a strong presence all its own with ever-growing support behind it.

Universities have started to put serious backing into esports programs that initially started out as student-run clubs. Investment in these programs is reflected in things like scholarships that help fund student athletes’ educational opportunities, as well as larger organizations forming to help support the industry, like the NACE and Tespa, an organization that serves as a network for students.

But one last note from Teniente reminds us that collegiate esports also continues to grow in a much narrower scope: With the people who make college leagues and competitions possible.

“When we think of esports, we may think only of the players and competition, and not consider all the roles needed to support players and competition like marketing and brand managers, event coordinators, team managers, broadcasting and production teams and so on,” Teniente said. “When we broaden our scope within esports, I think it attracts more talent and generally more people who otherwise might not have considered being part of esports (players included).”

Editors' Recommendations

Paige Lyman
Freelance writer and journalist
Paige Lyman is a freelance writer and journalist who covers culture and entertainment. She has contributed stories to Digital…
2022 was excellent for sports games, depending where you looked
The cursed golfer, hitting his shot surrounded by citizens of purgatory

Sports games are one of the most ubiquitous genres in gaming, as NBA 2K, Madden, and FIFA top sales charts every year. These franchises also happen to be some of gaming's most stagnant as their developers and publishers tend to focus on minor tweaks and changes year-over-year rather than significant innovations. The disappointment of games like Madden NFL 23 gives the genre a bad rap, but 2022 was actually one of the best years for sports games in a while. That's thanks to games that were willing to get weird.
Of course, the multi-million dollar mainstay sports franchises aren't going anywhere. That said, games like OlliOlli World, Rollerdrome Cursed to Golf, Windjammers 2, Roller Champions, What the Bat? and even Nintendo Switch Sports pushed the limits of what the genre can do. Sports inherently translate into solid video games, but this year highlighted how those games can go a step beyond, becoming kookier than what's possible in reality. That helped breathe some life into an otherwise stale genre.
Sports games get weird
When looking back at 2022, there are a lot of sports games worth calling out outside of the usual suspects. Nintendo Switch Sports is the hallmark casual sports game from this year, giving people an accessible and motion-control-based way to play golf, badminton, tennis, bowling, chambara, soccer, and volleyball with Nintendo's signature first-party visual flair. Though that was one of the more high-profile twists of the genre, indie developers led the charge, allowing the sports genre to shine this year.

Roll7's OlliOlli World, for instance, is one of my favorite games of the year. Skateboarding games have been a sports gaming mainstay since the 90s, but OlliOlli World realizes that formula in a way that's as fulfilling to play as Sonic the Hedgehog's best games. At its best, OlliOlli World is a colorful, fast-paced 2D platformer where each level has multiple paths that accommodate various player skill levels.
It's not trying to have accurate physics or recreate iconic real-world locations. Instead, it crafts its own vibrant fantasy world where everything is based on skateboarding, and the gameplay gives players enough wiggle room to experiment and possibly fail with flashy tricks. Roll7 didn't stop there, also delivering Rollerdrome, a game that combines score-based rollerblading with shooting to create an action-sports game mix players didn't know they needed.
Playing sports can give you an ultra-focused adrenaline rush, and a game like OlliOlli World and Rollerdrome can achieve that same flow state through gameplay. Meanwhile, other games interpret sports in a brand new way outright.

Read more
You can win cash with PlayStation’s new tournament feature. Here’s how to sign up
Two characters brawl in Guilty Gear Strive.

Sony has officially launched PlayStation Tournaments on the PS5 today. The company announced the launch of the new esports feature in a blog post published this morning following three months of beta testing.

Compete in PlayStation Tournaments for PS5

Read more
Esports organization TSM ends deal with FTX, but is stuck with the brand on Twitter
Multiple members of the TSM esports team.

Esports organization TSM is ending its partnership with FTX, the cryptocurrency exchange currently struggling with a high-profile collapse. Though in a strange twist of fate, TSM is unable to remove FTX from its Twitter handle due to Twitter's new verification rules.

TSM partnered with FTX in June 2021 via a naming rights deal set to last 10 years. At the time, the partnership was valued at a whopping $210 million. With the deal, TSM would change its name to TSM FTX and use the company's logo on gear like jerseys, as well as display it in players' social media profiles. With FTX's recent collapse, which saw the cryptocurrency exchange filing for bankruptcy, TSM found itself in an awkward position less than two years into the deal.

Read more