Leveling Up Education: How High School Esports Went from Lockdown Lifeline to College Pipeline

When schools shut down in 2020, video games weren’t just a distraction; they were survival. Students logged on not to rack up kills or loot, but to hang out. The headset became the cafeteria table. The match lobby replaced the hallway.

Fast forward to 2025, and that digital lifeline has turned into something much bigger: varsity teams, dedicated esports arenas, and college scholarships worth tens of millions. What was once dismissed as “screen time” is now recognized as an academic and career pathway.

Those social ties endured long after classrooms reopened. Today, 85% of teens play video games, and many describe gaming as a primary way they build and maintain friendships.

During lockdown, gaming was how I still hung out with my friends,” said Alex, a high school junior from Maryland. “Now our esports team feels like the same thing, only in person, with jerseys and a coach.”

High School Esports: From Clubs to Arenas

In just a few years, scholastic esports has moved from niche hobby to mainstream program. More than 8,000 U.S. high schools now sponsor esports, and 20 state athletic associations formally sanction competition. What began as after-school clubs with a few laptops has evolved into varsity teams, pep rallies, and championship banners.

Schools are also rethinking their physical spaces. Districts are investing in purpose-built esports labs equipped with high-refresh PCs, ergonomic setups, casting booths, and livestream gear. These are not arcade corners, they’re multifunctional hubs that double as CTE classrooms during the day and esports arenas after school.

Walking into our new lab for the first time felt like stepping into a college facility,” said Maya, a senior who plans to study game design. “It makes us feel like our school believes in what we’re doing.”

The College Race: Get In or Get Left Behind

Colleges have taken notice. More than 300 North American institutions now field varsity esports teams, with scholarship dollars flowing, tens of millions annually across book stipends, partial tuition, and full rides. At Long Beach City College, a $2.3 million esports lab doubles as a production facility. The University of Kentucky has partnered with professional organizations to build a campus-wide esports program.

The message is clear: if a college doesn’t yet have an esports program, it’s behind the 8-ball. For many high-school students, a campus without visible esports infrastructure feels out of touch with their interests and aspirations.

I’m applying to colleges that have esports teams,” said Jordan, a rising senior. “If they don’t, it feels like they don’t get what students like me are into.”

More Than Games: Attendance, Belonging, and Skills

Emerging data shows the impact. In schools partnered with the North America Scholastic Esports Federation (NASEF), students in esports programs posted higher attendance—sometimes seven or more days per year compared to non-participants. That boost translates directly into stronger academic outcomes.

The benefits run deeper than grades. Esports provides belonging for students who may not connect with traditional sports. It teaches communication, leadership, and collaboration. And because programs often integrate broadcasting, IT support, and event management, students graduate with professional portfolios—stream reels, casting clips, and production credits—that connect directly to emerging industries.

Before esports, I never really joined clubs or sports,” said Devin, a sophomore. “Now I’m part of a team, I keep my grades up to stay eligible, and I’ve learned how to shoutcast matches.”

Shifting the Narrative: From “Screen Time” to “School Time”

Three forces have permanently changed how schools view video games:

  1. Social Glue in Crisis: During the pandemic, games kept students connected when nothing else could. That lesson stuck.

  2. Institutional Legitimacy: National leagues, state sanctioning, and nonprofit networks gave esports the same structures schools rely on for athletics.

  3. Visible College Pathways: Scholarships, dedicated arenas, and degree programs reframed esports as a gateway to higher education, not a distraction from it.

The Roadmap for Schools and Colleges

  • For high schools: Build spaces designed for both instruction and competition. Tie eligibility to academics. Integrate esports into CTE courses such as media production and IT. Pair the program with wellness initiatives to balance screen time with fitness and digital citizenship.

  • For colleges: Don’t wait for perfect funding. Even a modest but structured program sends a strong signal to prospective students. Esports now influences recruitment, retention, and branding—areas no institution can afford to ignore.

The New Normal

In 2020, students logged on to stay connected. In 2025, they log in to compete, earn scholarships, and launch careers. High schools are carving out spaces where gamers lead, and colleges are racing to catch up.

Esports isn’t a fad—it’s the new normal. The real question is whether your school is ready to play.

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  • edCircuit is a mission-based organization entirely focused on the K-20 EdTech Industry and emPowering the voices that can provide guidance and expertise in facilitating the appropriate usage of digital technology in education. Our goal is to elevate the voices of today’s innovative thought leaders and edtech experts. Subscribe to receive notifications in your inbox

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EdCircuit Staff

edCircuit is a mission-based organization entirely focused on the K-20 EdTech Industry and emPowering the voices that can provide guidance and expertise in facilitating the appropriate usage of digital technology in education. Our goal is to elevate the voices of today’s innovative thought leaders and edtech experts. Subscribe to receive notifications in your inbox

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