The Independent College Bookstore Association is collaborating with the American Video Game League to develop the AVGL Masters: Campus Gaming Series.
The University of Kentucky is launching a three-pronged esports program that will span academic, community and professional development.
As more colleges and universities add esports to their formal athletics programs, they'll eventually need to grapple with Title IX implications, according to a new paper from AnyKey.
The Eastern College Athletic Conference (ECAC) has grown to 57 esports member institutions, double the number the sports association had last year. The latest universities to join were Syracuse and Seton Hall. ECAC is an inter-collegiate organization that sponsors championships, leagues, bowl games, tournaments and other competitions throughout the country.
Recently, Northcentral Technical College in Wisconsin said it was launching a varsity team that would compete as a member of the National Association of Collegiate Esports (NACE), a governing body for college esports.
Artificial intelligence and mixed reality have driven demand in learning games around the world, according to a new report by Metaari.
While traditional personal computers and tablets are continuing to lose their luster worldwide, other types of computing devices are holding strong.
A New Zealand university is committing $4.5 million alongside $3.2 million in government funding to research immersive gaming. The University of Canterbury in Christchurch is using the money to assemble an international team of academic experts for its new Applied Immersive Gaming Initiative.
Hyperice is collaborating with University of California, Irvine to create a scholarship program for esports for non-players.
SimXperience has launched the GS-5 G-Seat, a G-force simulator seat designed primarily for racing esports and flight simulators that offers a number of refinements over its predecessor, the GS-4.