The Real Value of Esports in Education: What Parents, Schools, and Communities Keep Missing
- Dr. Brian J

- 3 minutes ago
- 8 min read
Esports in education still has an image problem.
To many parents, administrators, and even some educators, the phrase triggers the same uneasy question: Are students just being encouraged to play video games all day? That reaction is understandable. For years, public conversations about gaming have flattened everything into one category—screen time, entertainment, distraction, addiction risk. But that shortcut misses what strong esports education programs actually are, how they are built, and why more schools are taking them seriously.
The real story is this: educational esports is not simply leisure gaming moved onto campus. At its best, it is a structured learning environment wrapped around something students already care deeply about. That matters because education works better when interest and rigor meet. And right now, scholastic esports is increasingly being treated that way—not as a gimmick, but as a pathway tied to standards, careers, student engagement, and real-world skill development. NASEF says its curriculum aligns esports-based learning with standards in STEM, English-language arts, ISTE, and social-emotional learning, while school-facing organizations like LACOE describe well-implemented esports programs as building “critical skills for world readiness.”

The biggest misunderstanding: people confuse unstructured gaming with structured esports
This is the core mistake.
Critics often picture a teenager alone in a room, endlessly grinding matches with no purpose beyond entertainment. But scholastic esports, when designed well, looks nothing like that. It is organized around schedules, roles, coaching, accountability, deliverables, team communication, and reflection. Students are not just “playing.” They are preparing, reviewing, solving, producing, presenting, and improving. That distinction matters as much as the difference between casually shooting hoops in a driveway and participating in a coached basketball program.
That is also why the old screen-time panic does not explain enough. The American Academy of Pediatrics does not give one universal screen-time limit for all children and teens, noting there is not enough evidence for a single number that fits every child. In other words, context matters: what the screen is being used for, whether the activity is balanced, whether it is social or isolating, whether it is supervised, and whether it crowds out sleep, movement, or school responsibilities.
So the question schools and families should ask is not, “How many hours are on a screen?” The better question is, “What is happening during those hours?” In a weak program, not much. In a strong one, students are practicing communication, leadership, strategic thinking, self-regulation, and production skills inside a structure that makes those outcomes visible.
Esports education is bigger than competition
Another reason esports in education gets misunderstood is that outsiders only notice the match.
But the match is just the visible tip of a much larger ecosystem. NASEF’s career pathway framework points students toward roles like strategists, data analysts, coaches, and other non-player functions. Schools and colleges are increasingly building programs around those wider opportunities. South Mountain Community College’s 2025–2026 Esports Business Operations certificate, for example, is explicitly designed around hospitality, marketing, business, management, event production, entrepreneurship, and technology skills—not just gameplay. Monroe’s Gaming Concepts courses tie esports to digital citizenship, social-emotional learning, project work, media production, public speaking, troubleshooting, and college-and-career readiness.
That is why serious esports education should be described less as a “gaming program” and more as a multidisciplinary talent pipeline.
One student may be the competitor. Another may become the shotcaller, coach, broadcast host, designer, editor, event manager, marketer, social media lead, or analyst. In many school contexts, the most important growth does not happen in the match at all. It happens in the planning meeting, the VOD review, the production rundown, the team disagreement, the post-event critique, or the portfolio piece built afterward.
When parents hear “esports,” they often imagine one narrow outcome: a long-shot dream of becoming a pro player. That is part of the misunderstanding too. Even universities deeply invested in esports warn that the professional player lane is small and volatile. What is more durable is the broader educational value around business, media, leadership, operations, and digital skills. Ohio University now frames esports as part of academic study, research, career preparation, and student development, not just competition.

The research is moving in the same direction
The strongest argument for esports in education is not hype. It is convergence.
A growing body of research around games, esports, and game-based learning points toward gains in metacognition, communication, collaboration, critical thinking, and self-directed learning—especially when the experience is intentionally structured. A 2025 systematic review in Frontiers in Education found that commercial video games used in educational settings can enrich academic and social outcomes and support metacognitive development. Another 2025 study in International Journal of Educational Technology in Higher Education found that a competitive sandbox game-based learning model improved the 4Cs—communication, collaboration, creativity, and critical thinking—more effectively than teacher-led instruction alone. And a related open-access study emphasized that skills transfer from gaming to real-world contexts is one of the most important tests of whether games function as legitimate educational tools.
Research focused more specifically on esports is pointing the same way. A 2025 study on students’ perceptions of esports and 21st-century skills found meaningful links between esports participation and the 4Cs, while a 2025 study of university student gamers noted that academic esports teams can help develop strategic thinking, teamwork, social relationships, leadership, resilience, communication, and autonomy.
That does not mean every esports club automatically creates these benefits. It means the upside is real when schools stop treating esports like an unsupervised hobby and start treating it like a designed learning environment.
This matters because esports can reach students traditional systems often miss
One of the most important things happening in scholastic esports is not technological. It is relational.
Programs built around esports often engage students who do not immediately see themselves in athletics, student government, theater, or other visible school communities. NASEF’s own framing is revealing: it describes esports as a way to create a place where students can “play, learn and grow,” and even calls the model a kind of “trojan horse” for reaching youth through an interest they already have. Albuquerque Public Schools says the NASEF model helps students discover strengths in writing, business development, organizing, analyzing information, and web design that extend well beyond gaming.
The scale tells you this is no fringe experiment anymore. NASEF says it serves 8,000+ clubs, 200,000+ students, and 70+ countries, and it continues to expand educator development, curriculum, and competition partnerships. In California, the CIF Esports Initiative formally connects competition with life and career skills. In Utah, the UHSAA now has official esports championships scheduled for April 11, 2026, which shows how fast esports has moved from novelty to sanctioned school activity.
And in higher education, the pathway is increasingly visible. NASEF and the NECC launched a recruiting portal in 2025 to connect high school students with two-year and four-year collegiate esports programs, including students with talents in areas like streaming and shoutcasting. NACE says member schools often provide incentives ranging from book stipends to full-ride scholarships, and the ESA Foundation introduced an esports scholarship for underrepresented students competing at the collegiate level.
That is why misunderstanding esports in education has real consequences. When adults dismiss it too quickly, they are not just rejecting a pastime. They may be shutting down a bridge into belonging, confidence, career exploration, and academic engagement for students who are already signaling where their motivation lives.
But the criticism is not entirely wrong — it is just incomplete
A smart article on esports in education should not sound naive.
There are risks. The World Health Organization recognizes gaming disorder in ICD-11, though it also says it affects only a small proportion of people who game. A 2024 high-school esports study found that student esports participants reported more problematic gaming than recreational gamers, along with more perceived negative effects on school-related life and sleep, even though the groups did not differ significantly in grades, study time, psychological distress, self-esteem, or diagnosed mental health problems.
That finding actually strengthens the educational case for doing esports well.
Because the answer to unhealthy gaming habits is not pretending gaming does not exist. The answer is structure, coaching, boundaries, literacy, and wellness. NASEF includes health and wellness learning in its framework. CDC guidance still matters here too: young people ages 6–17 should get at least 60 minutes of physical activity daily, and schools are in a strong position to help students build that balance. Strong esports programs should therefore include movement, ergonomics, sleep education, digital citizenship, reflective practice, and monitoring for problematic use.
In other words, the best esports education programs do not ignore the criticism. They solve for it.
What schools should stop doing — and start doing instead
Schools should stop trying to “sell” esports as harmless fun.
That is too vague, too soft, and too easy for skeptical parents to dismiss.
Instead, schools should explain esports the same way they would explain robotics, journalism, theater tech, or sports medicine: through outcomes, roles, standards, and evidence. They should show the learning objectives. Show the rubric. Show the portfolio. Show the broadcast clip, the event plan, the team reflection, the shoutcasting script, the data analysis, the health-and-wellness protocol, the attendance improvement, the student leadership growth.
That is how the conversation changes.
Because once esports becomes visible as a system of measurable growth, it stops looking like kids wasting time online and starts looking like what it increasingly is: an interest-powered educational pathway for the digital world.
Final thought
Esports in education is misunderstood because many adults are still reacting to the word gaming, while the best programs have already moved on to something much bigger.
They are building communication under pressure. Leadership in teams. Public-facing confidence. Media literacy. Technical troubleshooting. Career awareness. Wellness habits. Strategic thinking. Adaptability. Portfolio-ready work.
That is why this matters.
Not because every student who joins an esports program will become a pro player. They will not.
It matters because a well-built esports program can take a student’s passion and turn it into discipline, community, and competence. And in education, that is never “just a game.”
FAQs
What is esports in education? Esports in education is the use of organized competitive gaming and its surrounding ecosystem—such as teamwork, broadcasting, event production, strategy, and leadership—as a structured learning environment for students.
Is esports in schools just students playing video games all day? No. Strong scholastic esports programs are structured around schedules, coaching, roles, accountability, and measurable outcomes. Students are often learning communication, collaboration, leadership, and digital skills alongside competition.
Why do people misunderstand esports in education? Many people confuse casual gaming at home with organized esports programs in schools. Educational esports is not simply entertainment; when designed well, it functions as a supervised, goal-driven activity tied to student growth and skill development.
What skills can students learn through esports? Students can develop communication, teamwork, leadership, problem-solving, strategic thinking, digital citizenship, media production skills, and greater confidence in public or team-based settings.
Does esports in education only help students who want to become professional players?No. Most students will not become professional players, but esports can still help them explore areas like broadcasting, content creation, marketing, event support, coaching, analytics, and team operations.
Can esports support student engagement in school? Yes. Esports can help some students feel more connected to school by giving them a meaningful activity tied to responsibility, belonging, teamwork, and personal growth.
Are there risks to esports in education? There can be risks if a program lacks structure, wellness guidance, or healthy boundaries. That is why strong esports programs should include supervision, balance, digital citizenship, healthy habits, and clear expectations.
Why does esports in education matter now? It matters because it can turn student interest into real-world growth. In a digital-first world, esports can help students build relevant skills in communication, leadership, media, technology, and collaboration.
About the Author
Dr. Brian James, AuD is a Doctor of Audiology, esports education advocate, and writer focused on the connection between gaming, student development, and performance. Through Esports Audiology and his work connected to The Vault Ohio, he examines how esports can be used as a modern pathway for leadership, communication, digital literacy, wellness awareness, and career exploration. His writing is aimed at helping schools, families, and organizations move beyond outdated assumptions and see esports as a structured, outcomes-driven educational ecosystem.


