Esports on college and university campuses emerged in 2014 at Robert Morris University in Chicago. Since then, more than 175 colleges and universities have started an officially recognized varsity esports program according to the National Association of Collegiate Esports (NACE). With the esports market on track to surpass $1.5 billion in revenue by 2023, many institutions have started or are in the process of implementing an esports program on their campuses.
Collegiate esports program considerations
- Varsity vs. student-run organization: Colleges and universities need to consider whether their esports program will be a varsity sport or student-run organization. There are pros and cons to both paths, with student-run organizations having fewer compliance considerations than varsity sports.
Varsity programs can become a member of the NACE or other regulatory bodies since the National Collegiate Athletic Association (NCAA) does not currently regulate esports. Organizations like NACE provide standardized rules and compliance requirements, work with the media and publishers and help with student athlete recruitment. Student-run organizations can connect and collaborate through the Collegiate Star League (CSL) and other leagues. Across North America, 1,800 schools and 11,000 teams make up the CSL network, often partnering with Twitch and other platforms to broadcast games. - Equipment and facilities: Similar to traditional sports teams, esports require at least basic equipment to run the program. The most common equipment needed includes:
- Powerful computers (including graphics cards)
- Keyboards (usually mechanical)
- Mice (usually with adjustable Dots per Inch [DPI])
- Monitors (typically 24-32 inches with higher resolutions, hertz and refresh rates)
- High-quality gaming chairs
- Fast, reliable internet connections
While most players prefer desktop computers because of energy usage, traveling with the equipment can be a challenge that should be addressed upfront. Institutions should also consider creating a gaming facility for the team to practice and host competitions and/or tournaments. While many players personally stream their games online, fans increasingly also enjoy viewing tournaments live. For example, one of the most extensive and notable esports facilities is at the University of California, Irvine (UC Irvine), which houses more than 70 gaming computers and a large arena for games and competitions.

