Where was this when I was in college?

The National Association of Collegiate Esports (NACE), the group that has seemingly emerged as the premiere governing body for “varsity”-level esports, has swelled to 128 members. It began in 2016 with six colleges and universities. The current slew of member colleges gave out just under $15 million in scholarships this academic year for students to strap on a headset, grab a mouse and keyboard, and enter the digital fray.

The esports allure for university executives is multifold but summed up succinctly for many institutions: enrollment boosts (although larger colleges and universities that are certainly not wanting for students also sponsor programs).

Granting scholarships to play video games, once perhaps just a Red Bull-fueled fantasy, attracts students -- especially men, who are in the minority in many undergraduate student bodies. And so officials have invested in pricey “arenas” for esports, spaces decked out with gigantic flat screens, slick computers and the best gaming accessories. One small private institution, New England College, with an enrollment of around 1,800 undergraduate students, and a prospective esports team of between 20 and 40 students, poured about $60,000 into its arena.

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While industry representatives agree that a regulatory body will inevitably materialize, no one is clear how it will actually come about. NACE seems to dominate the market among colleges, with 94 percent of programs in the country signing on.

But Ohio State University, a major player in NCAA athletics, announced in October it would compete in a league commissioned by the Electronic Gaming Federation, which is separate from NACE. Ohio State also introduced undergraduate and graduate degrees in esports. Its team is not housed under athletics.

And so despite NACE, a subsidiary of the National Association of Intercollegiate Athletics, no universally recognized entity exists to enforce rules or make sure programs are consistent across the country. For all the criticism heaped on the NCAA, it tries to ensure fairness in the collegiate athletics system with certain policies -- limits on numbers of practices, for example. There is no equivalent watchdog for esports.

Whether the NCAA will step in to remedy these inconsistencies remains unknown. Contorting the NCAA model and its stringent amateurism rules to fit esports makes it an unlikely, if not unachievable possibility. For instance: the NCAA maintains a hard line that athletes can’t be paid for their sports skills, but college esports players often participate in tournaments where they can rake in thousands of dollars in prize money. They are often paid for broadcasts on Twitch, an Amazon-owned service for live-streaming.

Here's a NACE promo, to give you a flavor of what they're doing:



So, if the NCAA steps into the Esports mix, how will that change the game (see what I did there)?

Seriously though, I'm shocked that the NCAA hasn't already entered this realm. The gaming industry is H U G E and collegiate Esports would surely be a big money-maker. And let's be honest: the NCAA is also a big money-maker. I would think that they would recognize the financial possibilities therein and get into the gaming mix.


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