Educational Esports Programs

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COPE and Belong Gaming Arenas Aim to Promote Acceptance in Games

The Coalition of Parents in Esports has teamed with Belong Gaming Arenas, a subsidiary of gaming and technology business Vindex (COPE). The goal of the partnership is to enhance familial acceptance and promote understanding of the social and educational benefits of esports and gaming. Belong is focusing more on the collegiate and education markets since announcing developments overseas in the US.

With the ALGS Split 2 Playoffs — held on April 29th in Sweden — esports fans shattered viewer records from all previous EA esports events, including FIFA. Apex Legends has become one of EA's most coveted esports properties.

Wim Stocks, SVP of Partnerships & Commercial for Belong Gaming Arenas, stated: "Gaming is a lifelong passion that often begins at an early age. Our partnership with COPE helps us deepen the role Belong plays for youth gamers in local communities nationwide, and we’re excited to continue finding ways we can make a positive impact in neighborhoods through gaming."
Trend Themes
1. Family-focused Esports - Incorporating family-focused elements into esports programs to increase familial acceptance and understanding, promoting a positive impact for youth gamers.
2. Collegiate and Education Esports - Developing and expanding esports programs in the collegiate and education markets to provide students with access to the educational and social benefits of esports and gaming.
3. Esports Viewer Records - The increasing popularity of esports, as evidenced by record-breaking viewer numbers during esports events, presents opportunities for businesses to invest and innovate in this rapidly growing industry.
Industry Implications
1. Gaming and Technology - Gaming and technology businesses can collaborate with educational and family-focused organizations to develop and expand esports programs that promote positive impact and social benefits.
2. Education - Educational institutions can invest in and incorporate esports and gaming programs into their curriculum for the benefit of students and to keep up with the rapidly evolving technological landscape.
3. Entertainment - The increasing popularity of esports and record-breaking viewer numbers during esports events presents opportunities for businesses in the entertainment industry to invest and innovate within this rapidly growing market.

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