Esports, or competitive video gaming, has gained significant popularity in recent years, becoming a billion-dollar industry with a massive following. While many argue for integrating esports into schools as a means of engaging students and promoting teamwork, not all technology-driven trends need to be part of our educational system.
Health and well-being concerns:
One of the most significant drawbacks of esports is the sedentary lifestyle it promotes. Esports requires extended hours of sitting in front of a computer or console, leading to a lack of physical activity. The World Health Organization (WHO) has repeatedly warned about the adverse effects of a sedentary lifestyle on overall health, including obesity, cardiovascular issues, and mental health problems. Integrating esports into schools could exacerbate the already concerning trends of screen time addiction among children and teenagers. This is especially true given the inclusion of technology in a typical school day from conversations about digital citizenship to using devices for lessons both in and outside of the classroom.Academic performance and focus:
The inclusion of esports in schools may divert students' attention from their academic responsibilities. As with any competitive activity, esports requires practice and dedication to improve skills and achieve success. While esports programming in schools shouldn’t be solely attributed to a potential decline in academic performance, I firmly believe our school systems should prioritize physical education and mental wellness above esports. Gym class introduces a necessary environment for practicing teamwork and collaboration, as well as learning healthy competition. After gym class, returning to the classroom also helps students learn how to refocus after physical activity, not to mention the added perk of having a brain break. If you’ve been in a classroom when students are starting to feel cooped up, you know that using recess or physical education as an opportunity to “get the wiggles out” is a very real perk. I see esports as an unnecessary extracurricular activity that detracts from the critical need for physical education.Socioeconomic disparities:
Esports can be an expensive endeavor for schools to implement and for students to participate in fully. To build a competitive esports program, schools need to invest in state-of-the-art gaming equipment, consoles, high-performance computers, and the necessary infrastructure for hosting gaming events. Not all schools, particularly those in lower-income communities, may have the resources to support such programs. This could exacerbate existing socioeconomic disparities, where students from more affluent schools have access to advanced gaming facilities and opportunities while others are left behind. Additionally, not all students may be able to afford personal gaming setups, leading to potential exclusion and alienation within the school environment.
While esports has its merits as a form of entertainment and competition, integrating it into schools comes with certain drawbacks that need to be carefully considered. The potential health risks of a sedentary lifestyle, the impact on academic performance, and the possibility of widening socioeconomic disparities are significant concerns. Not to mention, if an investment like esports is attainable I’d much rather see schools choose to upgrade technology for the classroom that vastly improves all areas of study, not just one activity. Instead, I’d encourage programming that promotes physical activity, fosters traditional sports, and provides a well-rounded education that emphasizes both academic and extracurricular pursuits.