There is arguably no entertainment medium as globally loved as video games. From the early days of arcade games to consoles, and the virtual games dominating today, video games have always held a special place in the entertainment sector.
NASEF's model of developing an esports club is critical in enhancing student engagement beyond those on a competitive team.
By providing students with a variety of opportunities, clubs are able to nurture growth and give experiences applicable to the esports industry and many other fields.
This isn't just about developing better gamers--it's about cultivating the potential of all students to help them learn, grow, and thrive!
The National Association of Collegiate Esports (NACE) and the North America Scholastic Esports Federation (NASEF) concluded their spring seasons this past weekend via a three-day event hosted and broadcasted by Skillshot Media in partnership with Twitch Student. Additional support was provided by partners Microsoft, HyperX, eHire, and Queens Gaming Collective.
The competition was hosted across six different game titles for the event: Madden, FIFA, Rocket League, Hearthstone, CSGO, and...
We are living in unprecedented times.
The COVID-19 pandemic has killed tens of thousands of people around the world, and hundreds of thousands or potentially millions are still at risk. Economically, many employees, businesses and entire industries also face existential risk, or in the best case, a long pause. Our education institutions are dealing with a transition to online learning short-term while preparing students for a post-virus economy long-term.
At the same time we are all...
There is arguably no entertainment medium as globally loved as video games. From the early days of arcade games to consoles, and the virtual games dominating today, video games have always held a special place in the entertainment sector.
The gaming industry is ever-growing and has undergone some remarkable changes since its inception. Arcade games were the first to gain popularity, but Sony’s PlayStation has taken the gaming industry to new heights since the advent of the...
Like many parents, you may be wondering if your child’s passion for gaming is time that should be spent on academics. Fear not, the ever-burgeoning world of gaming –with 2.2 billion gamers in the world (that’s more than 25 percent of the entire global population) and $108 billion in video games sales in 2017—is on a fast track to produce lucrative workforce opportunities to further this growth trend for years to come. So, game on and encourage your young gamer to...
50% Complete
Stay connected with the Academy community and learn about new course offerings.