The US Collegiate Esports Survey

The first-ever nationwide survey exclusively focused on collegiate esports.

See highlights below or download the 25 slide report, featuring data from 240+ individuals hailing from 120 institutions with esports programs.


The median collegiate esports player is white, male, studying a STEM field, has between 3-5 years of competitive gaming experience, and considers their commitment to their esports program "very serious". TWEET THIS

Esports Programs

The median collegiate esports program was founded in 2016, has between 11 and 50 active members, and competes in League of Legends, Overwatch, and Rocket League.

The top games esports players want to see added to their competitive programs are CS:GO, Rainbow 6 Siege, and Fortnite.

Institutional Support

The majority of esports programs are an official student group with team captains, student presidents, team managers, and head coaches. Most also recieve some kind of funding from the school.

Between 30-40% have the following: a dedicated director of esports, assistant coaches, dedicated space, or corporate sponsors. 1 in 4 have a relationship with the athletic department and 1 in 5 offer scholarships for esports.

The biggest challenges esports players cite are increasing awareness among the student body, getting more support from their school, and additional training space.


Collegiate esports players invest in training. During the competitive season 40% of them are training more than 10 hours a week on top of 2-3 hours of competitive matches.

Two-thirds of teams are participating in Tespa, with Collegiate League of Leagues and Collegiate Star League all above the 50% mark.


Over 3/4 of collegiate esports players cited the opportunity to play their favorite games, compete against others, connect with like-minded gamers, and do a team activity as motivations. More poignantly, over two-thirds said that representing their school was important to them as well

As a possible explanation for why women participate at lower rates in esports than men, we found that women were 9x more likely to be very concerned about sexism in competitive gaming than men and 2x as likely to be very concerned about bullying.

On the bright side, 70% of both White and Non-White gamers felt that racism was not a concern in competitive gaming culture.

Less than 1 in 6 gamers wanted to see esports folded into the NCAA. Most preferred to see a partnership or complete separation, possibly due to the already existing financial partnerships.


Collegiate esports players were contacted via email, social media, and Discord channels. 240 students from 126 academic institutions responded from November 2018 through January 2019.

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