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International Journal of Esports
The paper argues that North American university esports programs feed skilled workers into the professional industry while giving brands a way to reach young adult audiences.
This paper examines how university esports programs in North America function as business models and pipelines for the professional esports industry, and how they create marketing opportunities for brands seeking to reach young adult audiences. Its central thesis is that university esports groups provide structured professional development that feeds skilled workers into the industry, while also offering partners a valuable channel for engaging a hard-to-reach demographic. The analysis is qualitative and relies on case examples and secondary sources rather than survey data or a formal sample.
The paper points to two illustrative cases. Maryville University, which operates a scholarship-based competitive model, is cited as a route into professional play, with a student who won the university League of Legends championship in 2019 subsequently joining a North American LCS franchise in 2021. The University of British Columbia's student-run UBC Esports Association, founded in 2010 and reporting more than 3,500 Discord members, is presented as an alternative model that operates without significant university funding. The paper notes that UBC alumni have moved into roles at major game publishers, esports teams, and organizations, and that its structure, which reportedly involves over 60 executives across nine game titles, mirrors business operations.
On the marketing side, the paper argues that traditional advertising struggles to reach university-age consumers, and that brand partnerships with university esports groups can provide legitimacy, visibility, and access to communities of engaged students. The author also highlights the hands-on experience such partnerships give students. The conclusion emphasizes the value of university esports to students, administrations, and businesses, while the paper's evidence base is limited by its reliance on anecdotal examples and the absence of quantitative measures of impact.
PocketGamer.biz · 2020