Educational Esports Initiatives

Belong Gaming Arenas Partnered with Two School Districts

'Belong Gaming Arenas,' the United Kingdom-based esports and entertainment organization, announced a new partnership with two school districts. The organization will work with the Grapevine-Colleyville Independent School District in Dallas, Texas, as well as the Williamson County School District in Nashville, Tennesee. Through this partnership, the esports organization will leverage its local gaming centers to provide a space for roughly 40,000 students to get introduced to the world of competitive gaming.

The students will be able to play, practice, and compete with one another. The competitions will range from classwide to schoolwide, and then to competition between schools. These competitions will be structured and organized via Belong Gaming Arenas' digital esports platform. Belong Gaming Arenas believes this initiative will bring benefits to schoolchildren who are interested in the field, as well as show the real-world applications of grassroots-level esports events.

Image Credit: Belong Gaming Arenas

Grassroots Esports Education
Opportunities for organizations to offer educational esports initiatives to schools and other educational institutions.
Esports Infrastructure for Education
Opportunities for companies to provide infrastructure to support esports education in schools and other educational institutions.
Esports Education Platform
Opportunities to build digital platforms that facilitate esports competitions and education in schools.

Who This Affects Most

Education Industry
Opportunities for schools to incorporate esports education and competitions into their curriculum.
Esports Industry
Opportunities for esports organizations to partner with schools and provide educational initiatives.
Technology Industry
Opportunities for technology companies to provide infrastructure and digital platforms to support esports education in schools.
SCORE
5.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 64%
Activity 74%
Freshness 12%