
Most Universities Need Between 12 and 36 Gaming Stations
For most colleges and universities, somewhere between 12 and 36 gaming stations is a sensible starting range. A focused varsity program may operate comfortably with 12 to 18 computers, while a facility serving competitive teams, recreational players, classes, clubs, and events may need 24 to 36. Larger programs can certainly justify 40 or more, but that number should come from how the facility will actually be used, not from a desire to build the biggest room possible.
We’ve been part of enough of these conversations to know how easy it is to get fixated on the station count. There’s something tangible about saying, “We’re building a 40-station esports facility.” It sounds substantial. But the number by itself doesn’t tell you whether the space is going to work well. Twenty-four computers that stay busy, perform reliably, and are properly maintained can provide considerably more value than 50 machines sitting empty for much of the week. The real goal is to build enough capacity that students have access without spending money on equipment the university doesn’t actually need.
Start With What the Facility Is Supposed to Do
Before counting computers, figure out what you want the room to accomplish. Is this primarily a varsity practice facility? Will recreational students have access? Are professors going to teach classes there? What about clubs, tournaments, summer camps, recruiting events, or community programs? Those sound like basic questions, but they can completely change the answer.
You can see that difference in facilities already operating around the country. The University of Houston Sugar Land Esports Room has 20 gaming stations and supports tournaments, classes, and recreational play. NC State’s Lenovo Esports and Gaming Lab has 35 gaming PCs plus console stations and supports competition, research, teaching, workshops, and broader student involvement. Neither number is inherently better. They make sense because each facility was built around a different mission.
This is also why a university with 60 students involved in esports probably doesn’t need 60 computers. Teams can practice at different times, and not everyone involved in the program will be playing simultaneously. Some students may be coaching, broadcasting, producing content, managing events, or using another part of the facility. Headcount matters, but simultaneous demand matters more.
Plan for When Everyone Shows Up at Once
This is usually where the planning gets more interesting. A schedule can look perfectly manageable until you realize that three teams all want to practice at 6:00 on Tuesday night because that’s when students are actually free.
We recommend mapping out a realistic week before settling on a station count. Put varsity practices, open gaming, classes, clubs, and events onto the schedule based on when people will really use the room. Then leave yourself some breathing room for substitutes, tryouts, scrimmages, and the occasional machine that decides it has other plans that evening.
Student research helps here, too, but the questions matter. Asking whether students like gaming won’t tell you much. Ask when they would use the facility, how often they would visit, what games they play, and whether they’re interested in competition, recreational gaming, broadcasting, or events. If there is already an active gaming club on campus, its membership, practice schedules, tournament registrations, and event attendance can provide even better evidence of likely demand.
Don’t Forget About Everything Around the Computers
Another thing we see is the temptation to determine station count by asking how many desks can physically fit in the room. On paper, maybe you can squeeze 36 computers into space. Once you add students, backpacks, coaches, accessible walkways, storage, check-in, production equipment, and people moving around during an event, that same room can start feeling very different.
The infrastructure underneath those computers matters just as much. CDW’s guidance on building esports programs recommends evaluating network infrastructure as part of esports planning rather than assuming an existing room is ready for competitive gaming. Power, cooling, networking, security, and internet connectivity all become bigger considerations as the number of stations grows.
And a gaming station costs more than the computer. There’s the monitor, desk, chair, keyboard, mouse, headset, network connection, software, electricity, warranty coverage, maintenance, and eventually replacement. Add ten stations and you’re not simply buying ten additional PCs. You’re increasing several parts of the project and operating budget at once.
Give Yourself Somewhere to Grow
The good news is that you don’t have to predict the program’s size five years from now. A university might begin with 12 to 18 stations for a competitive program, see how students actually use the facility, and expand from there. A broader campus gaming center may reasonably begin somewhere in the 20-to-36 range.
What you don’t want is to discover two years later that expansion requires tearing the room apart. Electrical capacity, networking, cooling, cable pathways, and furniture layouts can all be planned with future stations in mind. That gives the university room to grow when the demand is real rather than paying for that growth before it happens.
Ultimately, there isn’t a magic number, and that’s probably a good thing. The right esports facility is one where students can get access, teams can practice reliably, and the university can afford to maintain and upgrade what it builds. If every station has a clear reason for being there and you’ve left yourself a sensible path to add more, you’re probably pretty close to the right number.

