Esports classes at Wyndham Tech School to attract high school students to the booming gaming industry
“We’re only used to seeing things from a player’s perspective on Twitch or whatever, but not so much behind the scenes.”
Matt Joyce, one of the world’s top commentators on the online multiplayer game Dota 2 and esports and gaming tutor at RMIT, leads classes through Zoom until the COVID-19 lockdown restrictions relax.
“We felt the enthusiasm from the first lesson. Very rarely an opportunity like this presents itself, so they grab it with both hands, ”he said.
For Chris Smith, founder of BIG e-sports, whose company designed the course curriculum, the idea is to get students to think about careers in STEM through the Trojan horse of fun. Most of the students are men.
He said trying to force students to code seemed like a logical way to solve Australia’s computer skills shortage, but wasn’t exciting enough in practice to spark a permanent spark for technology and computing.
“That’s not to say kids shouldn’t code at all, but I think you’d be hard pressed to find a bunch of grade 9 boys and girls who really want to sit down and smack code for four hours.” , did he declare. noted.
“It turns some people on … but getting kids excited through something they enjoy is so much more important.”
The tournament offers a prize pool of $ 40 million
Since entering the esports industry in 2011, Mr. Smith has held a variety of positions including an influencer, PR marketer, player manager, community manager and semi-professional player.
He said the variety of ways to get involved in the gaming world after high school had most excited him about creating this course.
A $ 40 million esports tournament, The International (Dota 2), is taking place this week, along with the 2021 League of Legends World Championship, which traditionally attracts the largest number of esports viewers in the world. .
According to Matthew Ball, investor and managing partner of venture capital firm EpyllionCo, the gaming industry is growing 2.5 to 3.5 times faster than comparable media sectors such as film, television and music. .
Games such as Minecraft, Fortnite, Roblox and Grand Theft Auto often have 100 million or more players logging over a billion hours of play in any given month.
That doesn’t even include the billions of hours consumers spend watching other people play games on YouTube, Twitch, and other platforms like Facebook’s Gaming.
Streaming platform Twitch suffered a massive data breach last Wednesday after an anonymous 4chan user disclosed 125 GB of data, including payment information for more than 10,000 Twitch streamers.