Competitive video gaming, also known as eSports, is estimated to entertain and educate 474 million people and potentially reach revenues close to $1.1 billion by the end of 2021, according to market researcher Newzoo. Going further, the U.S. State Department recently announced a video game diplomacy program that will “engage 2,700 students in the U.S., Israel, United Arab Emirates and Bahrain in a virtual student exchange program centered on the development and creation of social impact video games”, so it seems wise to pay attention to this industry and to gain an appreciation for how it can rev up education and provide entertainment and social value while it finds its place in libraries and other institutions.
In this webinar:
– Understand what eSports is and gain insight into why it is gaining traction;
– Learn how STEAM-related skill sets can enhance and diversify curriculum;
– Appreciate how video games and eSports can address social and civic issues; and
– Discuss best practices to bring an eSports program to your library.
Original broadcast June 2, 2021
Chad also plays drums in two bands: Low Season and It Will Flood.