
By Derrek Harter, Principal, Esport Supply
A scholastic esports program is an organized school activity where students participate in competitive video gaming, team practices, clubs, and educational experiences connected to gaming. These programs are generally offered through middle schools and high schools, giving students opportunities to represent their schools, develop interests in technology, and participate in activities alongside their classmates.
What interests me about scholastic esports is how schools can take something students already enjoy and turn it into a shared experience. Gaming may begin as an individual hobby at home, but when a school introduces coaching, teamwork, and organized activities, students have opportunities to participate in ways they might not have considered before.
What Makes an Esports Program Scholastic?
The word scholastic simply means the program is connected to a school, but there’s more to it than putting a school logo on a gaming team. A scholastic esports program operates within an educational environment, with adult supervision, expectations for student behavior, and activities that reflect the school’s broader goals.
Some programs focus on organized competition, with scheduled practices, eligibility requirements, and matches against other schools. Others emphasize recreational gaming, student clubs, or educational activities connected to broadcasting, technology, and event production. A school may combine several of these approaches depending on its students and available resources.
The International Society for Technology in Education (ISTE) has explored how scholastic esports can engage students through both competitive and noncompetitive activities. That’s an important distinction because a successful program doesn’t necessarily need a varsity roster or a dedicated gaming facility. It needs a purpose that makes sense for the school.
Why Are Schools Investing in Scholastic Esports?
Schools are constantly looking for ways to encourage students to participate in extracurricular activities, particularly those who haven’t found something that interests them. Esports provides another option for students who enjoy gaming but may not participate in traditional athletics, theater, or other school organizations.
I’ve always thought that one of the more interesting possibilities is reaching students who might otherwise spend very little time involved in school activities. A gaming club gives them a reason to meet classmates with similar interests, while an organized team introduces shared responsibilities, scheduled commitments, and opportunities to represent their school.
The Network of Academic and Scholastic Esports Federations (NASEF) emphasizes connections between esports, education, and student development. Its approach recognizes that gaming can provide a setting for students to explore collaboration, leadership, and career-related interests when those opportunities are intentionally incorporated into a program.
Those benefits aren’t automatic, and I think schools should be careful about promising them. A program needs engaged adults, meaningful student participation, and clear expectations to become more than an organized place to play video games.
What Can Students Learn Beyond Competitive Gaming?
One of the things people sometimes overlook is how many different interests can fit within a scholastic esports program. Competitive players may be the most visible participants, but tournaments also create opportunities for students interested in broadcasting, graphic design, technology, commentary, and event management.
A student who doesn’t want to compete might enjoy producing a livestream, creating graphics for an upcoming match, or helping organize an event. Those activities can give students experience working with others, meeting deadlines, and taking responsibility for something their classmates will see.
That broader participation is one reason I prefer thinking about scholastic esports as a school program rather than simply a gaming team. Competition can provide the central activity, but the educational value depends on how schools involve students in the work surrounding it.
What Does a School Need to Support a Scholastic Esports Program?
Schools don’t necessarily need a dedicated esports arena or expensive gaming equipment to support a program. Some use existing computer labs or classrooms, while others establish dedicated facilities as participation and competitive ambitions grow.
More important than the size of the room is having an adult responsible for the program, clear expectations for student participation, age-appropriate games, and a reasonable approach to scheduling and supervision. Schools also need to understand the technology required for their chosen games and how online communication will be managed.
Organizations such as PlayVS demonstrate how structured scholastic competition can operate through organized leagues and school teams. The competitive side introduces considerations such as roster eligibility, coaching responsibilities, and consistent rules, but those requirements should support the school’s educational goals rather than define the entire program.
For schools ready to move from evaluating esports to launching a program, our guide on how to start an esports program covers the planning process in greater detail.
How Should Schools Measure Whether Esports Are Worthwhile?
I wouldn’t judge a scholastic esports program exclusively by tournament results. Schools should also consider whether students are participating consistently, building relationships, taking on responsibilities, and remaining engaged with the activities the program offers.
There are legitimate concerns to manage, including screen time, online behavior, game selection, and balancing participation with academic responsibilities. Those issues deserve the same thoughtful supervision schools apply to other extracurricular activities, with additional attention to the online environments where students interact.
I’ve always believed schools should judge an esports program by more than its win-loss record. If students are showing up consistently, learning to work with teammates, taking responsibility for events, and becoming more involved in their school community, the program may be accomplishing something worthwhile. Competition gives students a reason to participate, but what they gain from that participation is what makes the investment meaningful.

