Publication Date

Spring 5-3-2026

Document Type

Student Project

First Advisor

Russell Page

Degree Name

B.S. (Bachelor of Science)

Department

Department of Management

Abstract

Competitive gaming, also known as eSports, is a rapidly growing industry that brings millions of views and streams every day. New games are constantly being created as well. This paper serves to discuss and go over how s Esports got so big and spread so rapidly. It will touch upon the current status of Esports. Namely, it will touch on the status of esports on the collegiate level. Then, it will go over how everything started: the idea of Esports sprouting and the start of its spread. It will go over Esports on the national and international stage(s). Lastly, this paper will go over Esports in the future. The questions to answer are what factors have contributed to the rapid expansion and institutional push for competitive gaming (esports), and how have advancements in technology, media platforms, corporate investment, and cultural acceptance shaped its development into a mainstream industry? Additionally, what social, economic, and ethical challenges does this growth present for players, organizations, and educational institutions as competitive gaming continues to evolve? On the collegiate side, there are programs in place to put eSports in the market for students. There can be a career created out of eSports. COVID-19 really helped push the expansion as well. However, this is not without challenges along the way.

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