Also known as electronic sports, esports is a form of competition that is facilitated through computer gaming. Most commonly, esports takes the form of organized, multiplayer online video game competitions. These competitions often incorporate live broadcasts with commentary and award prize money to competitors. Esports is also one of the fastest growing sports in the world.

For our inaugural year, we formed the Orange County High School Esports League, which sought to connect the rapidly growing form of Esports entertainment (70 million worldwide watch esports*) with resilient, adaptive, and effective learning. Given the rich social context in which esports play takes place and the opportunities for the development of technical expertise, we launched this effort as a means to connect students’ interest in esports to sportsmanship, entrepreneurship, and STEM interests.

The Orange County High School Esports League was rooted in providing Orange County high school students with the opportunity to pursue their interests, develop a greater community, and enhance their skills in leadership, teamwork, problem-solving and communication. Now, in our second year, we are moving forward as the North America Scholastic Esports Federation to go above and beyond.

Clubs and Getting Activated

Free.99! There is no cost to participate! Registration and tournament play is free for all schools. However, high schools are responsible for ensuring their students have the proper equipment and technology. If you need any support, please contact us at info@esportsfed.org. 

Activation for Season 2 opened in August 2018 will continue on a rolling bases. This year, we are offering two terms: Fall and Winter. Fall tournaments will begin in October 2018, and Winter tournaments will begin January 2019. 

Please note: if you are interested in participating in any of our tournaments, activation deadlines are as follows:

  • Fall Term: September 28, 2018
  • Spring Term: December 14, 2018

Ready to activate? Click here

All high schools and community-based organizations located in North America, including the United States, including its territories, Mexico and Canada are eligible to sign-up to become a “Club” within the North America Scholastic Esports Federation (NASEF).

 

How Do We Define High School or Community-Based Organization?

High Schools

United States

High schools serving grades 9-12 private, public, charter, college-preparatory, homeschool, and virtual recognized by their State Board of Education.

U.S. Territories

  • American Samoa:  High schools serving grades 9-12 can be private, public, charter, college-preparatory, homeschool, and virtual recognized by their Board of Education.
  • Guam:  High schools serving grades 9-12 private, public, charter, college-preparatory, homeschool, and virtual recognized by their Board of Education.
  • Northern Mariana Islands:  High schools serving grades 9-12 private, public, charter, college-preparatory, homeschool, and virtual recognized by their Board of Education.
  • Puerto Rico:  Upper Secondary School serving grades 10-12. They can be private, public, charter, college-preparatory, homeschool, and virtual recognized by their Board of Education.
  • United States Virgin Islands:  High schools serving grades 9-12 private, public, charter, college-preparatory, homeschool, and virtual recognized by their Board of Education.

Canada

High schools serving grades 9-12. They can be public, private, at-home education, English or French schools recognized by their province.

Mexico

Preparatoria (High School or Preparatory School) serving grades 10-12.  They can be public, private, at-home education, international schools recognized by the Secretaría de Educación Pública (SEP), or by Mexico’s states, through various state departments of education.

Community-Based Organizations

United States and the U.S. Territories

According to 20 U.S.C.A § 7801(6), the term “community-based organization” means “a public or private nonprofit organization of demonstrated effectiveness that:

  1. is representative of a community or significant segments of a community; and
  2. provides educational or related services to individuals in the community.”  

Examples of community-based organizations may include but are not limited to:

  • Public libraries
  • Youth development programs (Girl Scouts, YMCA, Boys & Girls Clubs, 4-H, etc.)
  • Faith-based organizations (churches, synagogues, etc.)
  • STEM rich institutions (museums, planetariums, etc.)
  • Associations (Institute of Electrical and Electronics Engineers, Community Nonprofit Associations, etc.)

Public and private nonprofit organizations are subject to section 501(c)(3) of the Internal Revenue Code. (26 U.S.C.A. § 501(C)(3).)

Community-Based Organizations serving students in grades 9-12 are eligible to participate.

Canada

According to Government of Canada, registered charities are charitable organizations, public foundations, or private foundations that are created and resident in Canada. In addition, non-profit organizations are associations, clubs, or societies that are not charities and are organized and operated exclusively for social welfare, civic improvement, pleasure, recreation, or any other purpose except profit.

Both registered charities and non-profit organizations are eligible to participate.

Mexico

The following forms of non-governmental, not-for-profit organizations in Mexico are eligible to participate:

  • The civil association (AC), established pursuant to state civil codes; and
  • The civil society (SC), established pursuant to state civil codes.

We would love to connect! Please reach out to us at info@esportsfed.org. 

Competition

Our executive committees, comprised of leading educators as well student gamers, discussed which titles to include for the 2018-2019 school year. When selecting titles to offer for any form of competition--season long or casual--we look to those that meet our mission, goals and objectives. Additionally, selecting titles that are true to teenagers' interests allows us to engage and develop positive role models for the future of that community.

For Fall 2018, we are excited to host a tournament with Blizzard Entertainment's Overwatch, in close partnership with Tespa

For Spring 2018, we are looking to announce the official title early fall.

Interested in recommending a title? Feel free to email us at info@esportsfed.org! 

We receive interest in many different titles, but the most common ones are:

League of Legends (LoL) by Riot Games
Overwatch by Blizzard Entertainment

Rocket League by Psyonix
Dota 2 (Defense of the Ancients) by Valve Corporation
CS:GO (Counter-Strike: Global Offensive) by Valve CorporationHidden Path Entertainment
PUBG (Playerunknown’s Battlegrounds) by PUBG Corporation
Fortnite by Epic Games
Hearthstone by Blizzard Entertainment
FIFA by Electronic Arts
StarCraft II by Blizzard Entertainment
Heroes of the Storm by Blizzard Entertainment
Super Smash Bros. Melee by HAL Laboratory
WoT (World of Tanks) by War Gaming

 

From the start of our pilot program, schools have worked closely with their IT personnel to ensure access to the necessary applications and firewall permissions for league participation. In the past, registration was conditional on being able to play on-campus.

Team development and student support are critically important to us, and we created this league with the intention that they would compete together in the same space. In school spaces, some students have commented that their esports clubs and teams do not feel recognized in the same way that they do other team programs or activities, e.g. athletics, robotics, or ASB.

We are actively seeking to improve student engagement and representation within their respective communities. By providing students with a room on-site to meet and compete each week, it provides them with the visibility and in some cases, recognition they seek. Moreover, it enables the general managers to supervise students and assist them in responding should any in-game or logistical issues arise, which is critical to the cultivation and vitality of the club and team.

The reality is, there are still growing pains for esports in scholastic spaces.

For Fall 2018, all teams should register with the intention of equipping a space on-site to compete. Although it may not be ready in time for Fall 2018, this will become an explicit requirement in the future. For more information regarding off-site competition protocol, general managers will be able to connect with our tournament organizers directly.

A grade point average (GPA) is a number used by schools in the United States to quantify a student’s average performance in their course of high school studies.  The GPA is calculated by adding up all of the grade points earned in each course and dividing by the total number of courses. Thus, in this model a student earning straight A’s would earn a 4.0 GPA.

Letter Grade or Course Mark

Typical Percentage Range

Grade Points Awarded

A

90% to 100%

4.0

B

80% to 89%

3.0

C

70% to 79%

2.0

D

60% to 69%

1.0

F

Below 60%

0.0

Additionally, there are some variations on the above system, with some honors courses (e.g. Advanced Placement, International Baccalaureate, etc.) being awarded an additional grade point (e.g. an A in Advanced Placement Biology earns 5.0 grade points).  Some schools also opt to award an extra 0.33 grade points for a grade or mark earning a “+” (e.g. an A+ would earn a 4.33) or subtract an extra 0.33 grade points for a mark earning a “-” distinction (e.g. an A- would earn a 3.67).

Sponsorships and Partnerships

Teams are able to acquire and represent sponsors so long that they follow the guidelines laid out by their school, community-based organization, district administration or the like, as well as the guidelines below. Additionally, teams may not acquire “title sponsors,” as teams will solely be represented by their high school or community based-organization name and a unique team logo without additional branding.

If the sponsor falls under the ensuing limited categories then the sponsorship may not be displayed by the Players during the use or competitive play, adjacent to game related material, NASEF, or any game developer- and NASEF-affiliated events. NASEF has the ability to update the category list at any time.

Teams may not be sponsored by:

  • Gambling Websites
  • Non-“over-the-counter” drugs.
  • Account sharing/skin-selling websites.
  • Firearms, handguns, or ammunition providers.
  • Websites displaying or related to pornographic imagery or products.
  • Tobacco, smoking, or vaping products.

We would love to connect! Please reach out to us at info@esportsfed.org. 

Teams are able to acquire and represent sponsors so long that they follow the guidelines laid out by their site administration, as well as the guidelines below. Additionally, teams may not acquire “title sponsors,” as teams will solely be represented by their Club Site name and a unique team logo without additional branding.

If the sponsor falls under the ensuing limited categories then the sponsorship may not be displayed by the Players during the use or play, adjacent to game related material, NASEF, or any NASEF-affiliated events. NASEF has the ability to update the category list at any time.

Teams may not be sponsored by:

  • Gambling Websites
  • Non-“over-the-counter” drugs.
  • Account sharing/skin-selling websites.
  • Firearms, handguns, or ammunition providers.
  • Websites displaying or related to pornographic imagery or products.
  • Tobacco, smoking, or vaping products.