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Amazon UNIVERSITY Esports returns for spring split, offering career opportunities for students

31st January 2023.- Amazon UNIVERSITY Esports, the biggest esports competition aimed at university students in the UK & Ireland, has returned for the spring split to provide university students with tournament and career opportunities.

 

The competition returns after an exciting winter split which featured over 1,000 university teams from more than 100 UK universities, alongside dozens of community gaming events and many students getting their first work experience in the industry.

 

This split will see students compete in League of Legends, VALORANT, Teamfight Tactics, CS:GO, Clash Royale, Rocket League, Overwatch 2, Apex Legends and Rainbow Six Siege.

 

Amazon UNIVERSITY Esports is present in more than 20 countries on 4 continents, and has a strong educational component, offering university students both training opportunities and their first professional experiences within the sector.

 

New to the Spring Split

 

A new addition for this academic year is the University Leaderboard, a ranking system where every team and player can contribute to their university’s points total by taking part and winning games. After the Winter split, the University of Warwick is currently comfortably in the lead, but with the leaderboard continuing into Spring it still remains all to play for.

 

The new split also brings a new game, for the first time, Apex Legends has been added as a regular season tournament.

 

All of the tournaments start afresh for the Spring season, with teams playing regularly over eight weeks and competing to feature in the Grand Finals in March and April.

 

Players of League of Legends, VALORANT, Rocket League, Teamfight Tactics, and Clash Royale will have the opportunity to compete to represent Great Britain at Amazon UNIVERSITY Esports Masters, the on-site competition that brings together the best teams from 16 countries, who will seek to be crowned European champions at university level.

 

David Jackson, Amazon UNIVERSITY Esports UK & Ireland Country Manager:

“Our core goals are to increase participation, create a positive and supportive environment for students, and help develop the grassroots of UK and Ireland esports. After a successful Winter split, I am delighted to begin a new phase of Amazon UNIVERSITY Esports in the UK and Ireland. This term we plan to step it up: with the launch of the brand-new University Tour on campuses around the UK, continued development of the university leaderboard, more support for student society events, more opportunities for students to get involved and (details soon to be revealed) an even bigger live finals event.”

 

Education & Esports                                                                                             

 

Amazon UNIVERSITY Esports’ mission is to bring awareness of the many employment opportunities emerging from the esports industry to students and contribute to their education. The first split of the competition included educational workshops and guest lectures with tools and training in some of these areas, which will continue in the second split. Workshop topics so far have included subjects such as marketing, branding, and community management, and will be built on in the Spring season with workshops and talks continuing these themes as well as discussing broadcast and events.

 

In addition to education and training, Amazon UNIVERSITY Esports will continue to offer dozens of paid roles for early-career esports broadcasters and league operations staff – helping support the pipeline of future esports professionals.

 

From virtual to on-site

 

In an environment that is mainly virtual, one of the objectives of Amazon UNIVERSITY Esports is to get closer to the student community through face-to-face events. That is why it is developing the UNIVERSITY Tour, a tour of multiple universities across the country, which aims to raise awareness of the competition, and provide students with a variety of experiences linked to the environment of esports and gaming.   

 

UNIVERSITY Tour is set to launch in the UK in Spring, visiting eight universities around the UK, to be announced soon.

 

Amazon UNIVERSITY Esports is made possible thanks to the support of top-level publishers such as Riot Games, HP Omen, and Prime Student.

 

Registration for the second split competitions are now open, and more information can be found on the Amazon UNIVERSITY Esports’ website.

 

 

Learn to Game or Game to Learn?

 

Michael Bodekaer – CEO and co-founder of Labster

 

When the world shifted to remote learning, many got their first chance to experience digital learning tools. And generally, teachers, students, and parents liked them. Whilst this might come as a surprise to those who are not yet familiar with the impact of gamified education technologies, it bears remembering just how much we humans are drawn to play.

The disposition to play

There is much to be said for the stimulation and engagement that comes with video games and how this can be appropriated into an effective learning setting. Indeed, gamified 3D learning in a virtual lab simulation combined with engaging storytelling and an incentivising grading system creates a level of engagement that can’t be achieved through traditional classroom methods.

A major part of this development comes down to the fact that as humans, we have a disposition to play. Based on this natural inclination, students who are presented with a game-like classroom setting are more likely to be interested and throw themselves into the learning experience. Studies on the topic have proven that learner-content interaction is the strongest determinant that affects students’ satisfaction and learning outcomes. So, if content is the priority, should we not align it with the interests of the student? If we dismantle the idea of schooling as a rigid system of learning far removed from genuine interest and enjoyment, we unlock a new future in education.

Moving beyond textbook-based learning

Take labs for example; the typical lab works with tools including pencils, stop watches and pendulums.

Yet, how can that compete with the excitement of a video game in the minds of learners? You can’t change the gravity in a classroom, but you can in a virtual one. The answer is obvious: the lab must

be adapted to the metier of the video game. Instead of imagining how much slower a box would  fall in the moon’s gravity, we can use online science simulations to show it. What’s more, as a society we have consistently adhered to the mistaken notion that play can’t be serious. The traditional, textbook-based learning experience often fails those who are inspired by a more creative and immersive environment. Indeed, neuro-diverse students and students with disabilities, in particular, can benefit from online learning as they are presented with a more flexible and approachable curriculum.

Accessibility in this regard allows an individual student to work at their own pace and provides a more equitable learning space in a system that has often rewarded the traditional and able learner. This development in education comes at a particularly poignant time for society as we anticipate the metaverse and its various virtual offerings.

Gamifying education in the metaverse

 As the metaverse becomes a reality, it is vital that we consider how education can provide a richer learning experience for both student and teacher. The traditional tools and learning systems worked well for a dedicated subset of students. Yet, one of the most exciting reasons for education to transition into the metaverse is to improve accessibility. The development of the metaverse comes hand in hand with the trend of major tech conglomerates acquiring long standing gaming platforms, with the likes of Microsoft and Tencent making monumental offers for gaming platforms in the past year.

This appears to be in anticipation of gaming platforms being a vital technology for a functioning metaverse, when the time comes. Having said that, if we consider the metaverse to be something beyond the typical connotations associated with video games, we begin to see opportunity for a genuine and purpose-built technology that capitalises on the intersection of education and technology.

Indeed, we have already seen research projects using fundamental gaming principles to apply people’s love of puzzles to crowdsource much-needed computation to find a cure for cancer – so we know it’s effective. Education needs to catch up; by bringing the worlds of education and gaming together, we can make it more accessible, practical, engaging, interactive and relevant to a broader group of learners.

The gamification of education can elevate learning with immersive experiences, such as virtual science experiments, that bend the laws of the physical world and expose new ways of teaching and learning skills with unlimited potential. We have the potential to unravel the traditions that have confined education for as long as we’ve known. Learning in the metaverse and gamified education tools can be a force for good, as it advances the quality of education and makes it an accessible space. The way major companies utilise the metaverse technology will speak volumes of their intentions and ambitions for society. Now we have the opportunity to contribute to real change, particularly for something as fundamental as education, and make a difference to the learning experience of so many students and teachers.