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Introducing and Implementing eSports at SUNY
Canton
Dr. Molly Mott, Associate Provost and Dean of Academic Support Services and
Technologies
Randy Sieminski, Director of Athletics
Kyle Brown, CIO
1
In the beginning…..
• Our online students launched the discussion (41% of our students
are enrolled in fully online programs)
• Students at a distance seeking opportunities to engage in campus life
• How do we do that, especially with things like athletics ……through eSports
• eSports offers opportunities for this population to become student athletes and deepen
their connection to the college community
• Received grant funding from SUNY to develop campus life for online
students and elevate our online enterprise; subsequently hired a part-
time eSports coach
• One of our first online gamers played competitive League of Legends from his residence
in Florida with his teammates in New York.
2
Enrollment and retention strategy
• Students involved in eSports (whether on campus or online) build
community with one another, whereas they may have been
isolated before
• As student athletes, they develop leadership skills, work
collaboratively, strategize as a team, work through failures,
develop soft skills (how to negotiate, compromise, communicate
with teammates): student development
• The GPA standards and student conduct expected of our
traditional athletes are expected of our eSports athletes
3
Preparing students for the future industries
• Interest in eSports is escalating, impacting enrollment
• Expected to grow to $1.4 billion by 2020 across the world, at a rate of 40
percent a year
• We are currently developing an eSports Management degree that
prepares students for the business of eSports
• Job opportunities incl. sports sales, sports marketing, public relations and
social media, video editor, event and tournament management, account
manager, broadcaster, coach
• Aligns and complements our Game Design, Graphic and Multimedia Design,
Technological Communication, and Cybersecurity programs
4
Who are you?
• Higher Ed
• Business
• Interest in starting an eSports team or hosting a tourney
5
Who am I?
Starting your eSports Team
• Do you have a location and
equipment to compete?
• Find a champion… or two
(technical champion and game
champ)
• Gauge interest (there are
numerous games to choose from)
- Sign ups, email or even start with a
quick, fun tourney
• Play!!!
6
Student-Athlete
Experience
Competitive eSports athletic
program, joining the National
Association of Collegiate
Esports
7
• Not the traditional student-athlete
• eSports – leadership, sportsmanship,
teamwork, social skills, pride, represent
the college, et…
• Academic synergy with great majors
• Ability for online students to compete
Infrastructure supporting the effort
Partnerships with Extreme Networks, provides a high-bandwidth, low-latency wireless network
to support our programs and enable flawless gaming and learning.
The eSports Arena:
• 1800sqft two story room
• 24 gaming stations
• Alienware Area-51 PCs with Threadripper processors, GTX 1080Ti video cards and 32Gb of RAM.
• Alienware 25” 240Hz monitor
• Alienware mechanical keyboards and gaming mice
• Vertagear SL500 gaming chairs
• Logitech G933 Artemis headsets
• 1 Alienware shout caster / streaming station
• Five 55” 4K LCDs each with PS4 Pro and Xbox One X for console gaming
• Team game review and meeting space with 80” 4K LCD.
• Lockers for team members to store peripherals and equipment.
• Indirect RGB lighting.
8
Infrastructure supporting the effort
• Challenges and lessons learned:
• Sufficient electrical, networking, and HVAC to support the arena.
• Balancing performance with security and management (both PC and
network).
• Accommodating bandwidth and software management requirements.
• Designing room to be multipurpose – competition, practice, and events.
• Creating atmosphere to reduce eye strain and physical fatigue.
• Partner with trusted vendors to assist! We leverage Extreme Networks
and Alienware for our project.
9
Next steps
• Grow online cohort
• Increase women in eSports
10

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SUNY Canton Introduces and Implements eSports Program

  • 1. Introducing and Implementing eSports at SUNY Canton Dr. Molly Mott, Associate Provost and Dean of Academic Support Services and Technologies Randy Sieminski, Director of Athletics Kyle Brown, CIO 1
  • 2. In the beginning….. • Our online students launched the discussion (41% of our students are enrolled in fully online programs) • Students at a distance seeking opportunities to engage in campus life • How do we do that, especially with things like athletics ……through eSports • eSports offers opportunities for this population to become student athletes and deepen their connection to the college community • Received grant funding from SUNY to develop campus life for online students and elevate our online enterprise; subsequently hired a part- time eSports coach • One of our first online gamers played competitive League of Legends from his residence in Florida with his teammates in New York. 2
  • 3. Enrollment and retention strategy • Students involved in eSports (whether on campus or online) build community with one another, whereas they may have been isolated before • As student athletes, they develop leadership skills, work collaboratively, strategize as a team, work through failures, develop soft skills (how to negotiate, compromise, communicate with teammates): student development • The GPA standards and student conduct expected of our traditional athletes are expected of our eSports athletes 3
  • 4. Preparing students for the future industries • Interest in eSports is escalating, impacting enrollment • Expected to grow to $1.4 billion by 2020 across the world, at a rate of 40 percent a year • We are currently developing an eSports Management degree that prepares students for the business of eSports • Job opportunities incl. sports sales, sports marketing, public relations and social media, video editor, event and tournament management, account manager, broadcaster, coach • Aligns and complements our Game Design, Graphic and Multimedia Design, Technological Communication, and Cybersecurity programs 4
  • 5. Who are you? • Higher Ed • Business • Interest in starting an eSports team or hosting a tourney 5 Who am I?
  • 6. Starting your eSports Team • Do you have a location and equipment to compete? • Find a champion… or two (technical champion and game champ) • Gauge interest (there are numerous games to choose from) - Sign ups, email or even start with a quick, fun tourney • Play!!! 6
  • 7. Student-Athlete Experience Competitive eSports athletic program, joining the National Association of Collegiate Esports 7 • Not the traditional student-athlete • eSports – leadership, sportsmanship, teamwork, social skills, pride, represent the college, et… • Academic synergy with great majors • Ability for online students to compete
  • 8. Infrastructure supporting the effort Partnerships with Extreme Networks, provides a high-bandwidth, low-latency wireless network to support our programs and enable flawless gaming and learning. The eSports Arena: • 1800sqft two story room • 24 gaming stations • Alienware Area-51 PCs with Threadripper processors, GTX 1080Ti video cards and 32Gb of RAM. • Alienware 25” 240Hz monitor • Alienware mechanical keyboards and gaming mice • Vertagear SL500 gaming chairs • Logitech G933 Artemis headsets • 1 Alienware shout caster / streaming station • Five 55” 4K LCDs each with PS4 Pro and Xbox One X for console gaming • Team game review and meeting space with 80” 4K LCD. • Lockers for team members to store peripherals and equipment. • Indirect RGB lighting. 8
  • 9. Infrastructure supporting the effort • Challenges and lessons learned: • Sufficient electrical, networking, and HVAC to support the arena. • Balancing performance with security and management (both PC and network). • Accommodating bandwidth and software management requirements. • Designing room to be multipurpose – competition, practice, and events. • Creating atmosphere to reduce eye strain and physical fatigue. • Partner with trusted vendors to assist! We leverage Extreme Networks and Alienware for our project. 9
  • 10. Next steps • Grow online cohort • Increase women in eSports 10