InfoComm 2023


Case Study: How Esports Can Take Universities to the Next Level

Jun 15, 2023
Education Session
Content Production and Streaming Learning Spaces
This case study discussion focuses on UNC Greensboro, who recently implemented a brand new esports arena on campus for its students to have a new space to use academically, competitively, or recreationally. The new UNC Greensboro esports arena will be a proof point during this conversation as the group discusses how technology plays a role in the flexibility of this space and its multiple uses. Esports arenas are most known to house competitions, and extracurricular games, but it also is a place where educators can bring their students to activate hands-on learning.
Learning Objectives
  • Discuss esports integration with their respective schools to provide students with additional resources for academic and recreational use.
  • Understand the different types of technology that go into an esports space such as content distribution, lighting, and control systems.
  • Understand esports in education and how it relates to themes students would like to see in their perspective schools.
John Hulen, Director of Channel Marketing, Education - Crestron Electronics, Inc.
Joshua Kell, CEO - Horizon AV, LLC.
Larry Darling, Classroom Technology Manager - UNCG Information Technology Services

Strategic Show Partners

Blackmagic Design Crestron

Supporting Show Partner

Shure Logo


Rotating pink graphic for InfoComm 2023 Rotating purple graphic for InfoComm 2023 Rotating small pink graphic for InfoComm 2023 Rotating gold graphic for InfoComm 2023