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Event

ED Games Expo Showcase: Esports & Education

Competitive video gaming or electronic sports (esports for short) is a global sensation, a rapidly growing industry which has a viewership that eclipses many professional sports leagues and is estimated to bring $1 billion USD of revenue this year. With such growing popularity, educators, administrators and entrepreneurs are all testing different ways to 'do' esports across sectors. But what does it mean to be involved in esports? What is the shape of the esports industry, what is its future impact, and how can we best prepare for esports in educational settings?

Date & Time

Thursday
Jan. 9, 2020
9:00am – 12:00pm ET

Location

6th Floor, Woodrow Wilson Center
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Overview

 

This showcase is one of the sessions at the weeklong ED Games ExpoJoin the conversation #EDGamesExpo.

Competitive video gaming or electronic sports (esports for short) is a global sensation, a rapidly growing industry which has a global viewership that eclipses many professional sports leagues and is estimated to bring $1 billion USD of revenue this year. With such growing popularity, educators, administrators and entrepreneurs are all testing different ways to 'do' esports across sectors. But what does it mean to be involved in esports? What is the shape of the esports industry, what is its future impact, and how can we best prepare for esports in educational settings? 

Agenda

Welcome Remarks

  • Elizabeth M H Newbury, PhD, Director, Serious Games Initiative at the Wilson Center

 

 

Keynote

  • Professor Ellen M. Zavian, Professor of Sports Law, GWU & GW Law and Editor-in-Chief Esports and the Law

Panel: The Economics of Esports

What are some of the current economic impacts of esports?

  • Andres Lahiguera, International Trade Specialist, Department of Commerce
  • Grant Paranjape, Vice President of Esports Business for the Washington Justice
  • Joshua Hafkin, Owner and Founder of Game Gym
  • Moderated by Mike Hume, Editor for Launcher, The Washington Post (invited)

Panel: Growing Esports in Education

How are different groups preparing for esports in educational settings?

  • Christina Riegel, ResNET Assistant Director, University of North Carolina at Chapel Hill
  • Hunter R. Jamison, Senior Student Consultant, Carolina Gaming Arena, University of North Carolina at Chapel Hill
  • Professor David Hughes, Department of Sports Management, Hampton University
  • Moderated by Greg Toppo, Journalist and Author of "The Game Believes in You: How Digital Play Can Make Our Kids Smarter"
01-09-2020       ED Games Expo Showcase Esports & Education

Introduction

Elizabeth Newbury Headshot

Elizabeth M H Newbury

Director of the Serious Games Initiative; Senior Program Associate, Science and Technology Innovation Program
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Hosted By

Serious Games Initiative

The Serious Games Initiative communicates science and policy complexities through the world’s most dynamic medium: gaming.  Read more

Science and Technology Innovation Program

The Science and Technology Innovation Program (STIP) serves as the bridge between technologists, policymakers, industry, and global stakeholders.  Read more

Thank you for your interest in this event. Please send any feedback or questions to our Events staff.