New research shows that gaming actually improves cognitive and social skills. It's one of the most accessible, inclusive activities for students. And, unbeknownst to many, professional video gaming has become a big business, so job opportunities are swelling.
In other words, far from being just a virtual reality, e-sports teach people how to operate in the real world. Colleges can play a role in preparing students for this industry by investing resources in video gaming and related programs.
Video games have long received a bad rap. The stereotypical gamer is a young man, isolated in a dark basement and staring at a screen. Plenty of critics argue that video games have few practical applications and even stunt intellectual growth.
But that conventional wisdom has been proven wrong. Many games actually improve attention, memory, and decision-making, according to an analysis of video game studies published in the American Journal of Play.
Video games also improve "computational thinking," a problem-solving approach that is becoming increasingly crucial in the professional world. It involves breaking down a problem, identifying patterns, and developing solutions.
A 2016 study by researchers at Northwestern University and Columbia University found that games in which players explore, build their own world, and set their own goals are particularly good at cultivating this type of thinking.
Meanwhile, the gaming industry offers a wide array of career opportunities. Competitive video gaming leagues, in which players face off in regulated tournaments, generated $655 million in revenue in 2017 and likely brought in more than $900 million in 2018.
So there will be a slew of jobs to fill, from marketers and consultants to communications specialists and video game designers.
Some universities are already exposing students to this growing field by setting up e-sports teams. Robert Morris University in Illinois founded the first varsity e-sports team in 2014. Since then, more than 100 U.S. schools have joined the National Association of Collegiate Esports. My own school, New York Institute of Technology, recently started a team.
There's plenty of room for more schools. After all, the NCAA has more than 1,200 members.
Additionally, colleges could create and open up campus spaces dedicated to esports at all levels of competition, including intramural or club e-sports teams.
Unlike traditional athletic programs that require extraordinary athleticism, virtually all students can participate on this playing field. And since e-sports require very little equipment, they're more affordable than many other activities.
Only a relative handful of students will ultimately become professional gamers, a lucrative career that can pay millions of dollars per year. But many students could work in the wider e-sports industry, as long as schools equip them for success.
Several schools are leading the way. Becker College in Massachusetts, for example, offers a Bachelor of Science in Esports Management. Many schools have video design programs, which can set students up for well-paid careers.
Esports careers abound in the medical field, too. Here at NYIT, we have a Center for eSports Medicine that employs a year-round team of physicians and physical therapists to assist the school's e-sports athletes and conduct research on the medical implications of competitive gaming.
Far from being a waste of time, video games offer significant social, cognitive, and economic benefits. They prepare people for real-world scenarios. It's up to colleges and universities to up their game and prepare students for this booming industry.
Henry C. Foley, Ph.D., is president of New York Institute of Technology.