Praful Gade: Smite, Player, Head Coach
Elizabeth Shuford: Smite, Player
<< SPRING 2018 ISSUE
written by Tony Rehagen
As the Panthers' first esports teams plug in, Georgia State leads the charge among national universities in bringing one of the world's fastest growing sports to campus: competitive video gaming.
Ever since he was a kid, Andrew Jespersen has played video games — a lot of video games.
It started with the Game Boy Advance his parents bought him when he was 6 years old and the hours he spent thumbing through "Yu-Gi-Oh! Duelist," "Harry Potter: Quidditch World Cup" and various Pokémon titles. By fourth grade, Jespersen had discovered "World of Warcraft," the popular online fantasy role-playing game, where he linked up with gamers all over the globe.
Eighth grade brought "League of Legends," a multiplayer online battle arena game that tapped into Jespersen's hyper-competitive nature. Just like basketball and soccer, sports he played since early childhood, "League of Legends" required certain skills and specializations and let players start over every game with a clean slate. Those parallels with more respected and accepted sports, coupled with Jespersen's burgeoning control-pad prowess, led the Marietta, Ga., teen to a natural conclusion.
"That's when I realized I could and wanted to do something with video games," he says.
Of course, Jespersen's parents had their concerns. They didn't think all video games were bad, but they understood the potential time drain that could swallow a child through the screen, so they sought moderation. They instituted a one-for-one rule: one hour reading or playing basketball outside for every hour spent battling online. Jespersen's dad would repeat his mantra: "After all, you're not going to college for Xbox."
Imagine Mr. Jespersen's astonishment if he could have looked just a few years into the future and seen his son as a junior at Georgia State and the head coach of the "League of Legends" team under the university's brand new esports program.
Late last summer, Georgia State announced it would become the 34th member of the National Association of Collegiate eSports (NACE), joining schools such as the University of California, Irvine and the University of Utah.
In September 2017, students were invited to try out for a roster spot on varsity teams competing in three games — "Brawlhalla," "Smite" and "League of Legends" — and one of 10 $1,000 scholarships. Those teams would compete in tournaments, online and in person, representing the Panthers against NACE schools from across the country — like any other collegiate sport, except on a computer.
"I don't doubt that there are people who are silently wondering what we're doing," says David Cheshier, director of the Georgia State Creative Media Industries Institute (CMII), which administers the esports program. "We anticipated concern when we built the program so it'd be easy to defend if anyone asked. But no one's asked."
Andy Jespersen: League of Legends, Head Coach | Lucas Bailey: Georgia State Esports, Assistant Director | Curtis Lovegren: Smite, Player
PARADIGM TWITCH
If someone were to ask — say, a fretful parent, perplexed professor or anxious administrator — the question might sound like Jespersen's dad's concern: "Why are we sending our kids to college to play Xbox?"
"I will admit," says Cheshier. "I've had maybe 10 conversations with parents where they're saying, 'I love the fact my child is interested in animation and plays video games, but I'm terrified of what that might mean.'"
According to Lucas Bailey, assistant director of Georgia State esports, competitive video games aren't all that different from softball, soccer or football.
"I honestly think esports have the same benefits as any other sport," he says. "Personal development, communication and cohesion — what you learn from being part of a team. You have to work with your team to achieve objectives, take criticism and reflect to improve yourself. No matter what you're doing, knowing how to communicate and work with people is essential."
Unlike other sports, gaming carries no physical restrictions such as size, strength or speed, save for the hand-eye coordination, endurance and reaction time that can be so essential in many of these games. That quick-on-the-trigger dexterity is called "twitch," a skill so vital to competitive gameplay that the industry's leading live video streaming network is named after it. (Online at twitch.tv, Twitch hosts more than two million broadcasters every month and streams to more than 15 million users every day.)
Today's professional gamers compete for millions of dollars in prizes in worldwide tournaments and leagues that are followed by tens of millions of people. E-athletes also draw sponsorships from playing before millions of viewers who stream games live on Twitch. The upper echelon of gamers can reach a tax bracket shared by some of the more famous traditional athletes.
But while e-athletes might dream of making the big time one day, the university and most students see a much more practical application for gaming. For Cheshier, esports fit nicely under the mission of the CMII, which sprung up in 2014 to connect students with the most advanced technology and create a model for media entrepreneurship — a one-stop shop for media companies who want to partner with students versed in film, music and entertainment. E-athletes aren't just playing the games. Some are coming to CMII to learn how to conceive, create and market them.
"They're learning the industry's essential job skills," says Cheshier. "Coding, programming, immersive world creation, animation and entrepreneurship."
And that industry, along with film and music, is a growth market in Atlanta. Major game producers such as Hi-Rez Studios and Blue Mammoth Games are based here and part of an electronic gaming business that pumps anywhere from $500 million to $3 billion into the local economy.
"Twenty years ago, all games were made by two or three big studios," Cheshier says. "Now it's all small startups. Those places want an educated workforce and an ecosystem that encourages investment. We want to help build that sector here."
Even for those students who aren't interested in the technical or artistic aspects of gaming, there is growth potential in marketing esports, organizing leagues and tournaments, producing Twitch streams and television broadcasts, and even becoming commentators.
After the university initially announced the program in August, Cheshier says some 340 students showed up for the general information sessions downtown. He estimates that only 20 percent of those young men and women came because they were interested in tournament competition.
"Most wanted to connect in other ways," he says.
With only 33 other schools in the NACE, Georgia State is among the pioneers in this emerging field and the first in Georgia. And while Georgia Tech and the Savannah College of Art & Design might be more traditionally obvious pipelines for local talent in information technology or electronic design, the Panthers have something unique to offer.
"The video game industry faces a diversity crisis," says Cheshier. "It's overwhelmingly male and white. The genuine diversity of our student body gives us a unique advantage in solving that."
Offering one of the only esports programs in the land also gives Georgia State a recruiting boost. The university can attract students who want to pursue a career in video games as well as other youths who grew up with competitive gaming and just want to keep playing (and reap a little scholarship money) while working toward degrees in something completely different.
"We've found staggering levels of interest in bright high school students who want to connect their love of video games with their college careers," says Cheshier. "My guess is that there are plenty more students who are interested in many creative aspects of the video game industry who just haven't seen a way to tie it all together into a cohesive educational experience."
As the Panthers' first esports teams plug in, Georgia State leads the charge among national universities in bringing one of the world's fastest growing sports to campus: competitive video gaming.
Ever since he was a kid, Andrew Jespersen has played video games — a lot of video games.
It started with the Game Boy Advance his parents bought him when he was 6 years old and the hours he spent thumbing through "Yu-Gi-Oh! Duelist," "Harry Potter: Quidditch World Cup" and various Pokémon titles. By fourth grade, Jespersen had discovered "World of Warcraft," the popular online fantasy role-playing game, where he linked up with gamers all over the globe.
Eighth grade brought "League of Legends," a multiplayer online battle arena game that tapped into Jespersen's hyper-competitive nature. Just like basketball and soccer, sports he played since early childhood, "League of Legends" required certain skills and specializations and let players start over every game with a clean slate. Those parallels with more respected and accepted sports, coupled with Jespersen's burgeoning control-pad prowess, led the Marietta, Ga., teen to a natural conclusion.
"That's when I realized I could and wanted to do something with video games," he says.
Of course, Jespersen's parents had their concerns. They didn't think all video games were bad, but they understood the potential time drain that could swallow a child through the screen, so they sought moderation. They instituted a one-for-one rule: one hour reading or playing basketball outside for every hour spent battling online. Jespersen's dad would repeat his mantra: "After all, you're not going to college for Xbox."
Imagine Mr. Jespersen's astonishment if he could have looked just a few years into the future and seen his son as a junior at Georgia State and the head coach of the "League of Legends" team under the university's brand new esports program.
Late last summer, Georgia State announced it would become the 34th member of the National Association of Collegiate eSports (NACE), joining schools such as the University of California, Irvine and the University of Utah.
In September 2017, students were invited to try out for a roster spot on varsity teams competing in three games — "Brawlhalla," "Smite" and "League of Legends" — and one of 10 $1,000 scholarships. Those teams would compete in tournaments, online and in person, representing the Panthers against NACE schools from across the country — like any other collegiate sport, except on a computer.
"I don't doubt that there are people who are silently wondering what we're doing," says David Cheshier, director of the Georgia State Creative Media Industries Institute (CMII), which administers the esports program. "We anticipated concern when we built the program so it'd be easy to defend if anyone asked. But no one's asked."
Andy Jespersen: League of Legends, Head Coach
Lucas Bailey: Georgia State Esports, Assistant Director
Curtis Lovegren: Smite, Player
PARADIGM TWITCH
If someone were to ask — say, a fretful parent, perplexed professor or anxious administrator — the question might sound like Jespersen's dad's concern: "Why are we sending our kids to college to play Xbox?"
"I will admit," says Cheshier. "I've had maybe 10 conversations with parents where they're saying, 'I love the fact my child is interested in animation and plays video games, but I'm terrified of what that might mean.'"
According to Lucas Bailey, assistant director of Georgia State esports, competitive video games aren't all that different from softball, soccer or football.
"I honestly think esports have the same benefits as any other sport," he says. "Personal development, communication and cohesion — what you learn from being part of a team. You have to work with your team to achieve objectives, take criticism and reflect to improve yourself. No matter what you're doing, knowing how to communicate and work with people is essential."
Unlike other sports, gaming carries no physical restrictions such as size, strength or speed, save for the hand-eye coordination, endurance and reaction time that can be so essential in many of these games. That quick-on-the-trigger dexterity is called "twitch," a skill so vital to competitive gameplay that the industry's leading live video streaming network is named after it. (Online at twitch.tv, Twitch hosts more than two million broadcasters every month and streams to more than 15 million users every day.)
Today's professional gamers compete for millions of dollars in prizes in worldwide tournaments and leagues that are followed by tens of millions of people. E-athletes also draw sponsorships from playing before millions of viewers who stream games live on Twitch. The upper echelon of gamers can reach a tax bracket shared by some of the more famous traditional athletes.
But while e-athletes might dream of making the big time one day, the university and most students see a much more practical application for gaming. For Cheshier, esports fit nicely under the mission of the CMII, which sprung up in 2014 to connect students with the most advanced technology and create a model for media entrepreneurship — a one-stop shop for media companies who want to partner with students versed in film, music and entertainment. E-athletes aren't just playing the games. Some are coming to CMII to learn how to conceive, create and market them.
"They're learning the industry's essential job skills," says Cheshier. "Coding, programming, immersive world creation, animation and entrepreneurship."
And that industry, along with film and music, is a growth market in Atlanta. Major game producers such as Hi-Rez Studios and Blue Mammoth Games are based here and part of an electronic gaming business that pumps anywhere from $500 million to $3 billion into the local economy.
"Twenty years ago, all games were made by two or three big studios," Cheshier says. "Now it's all small startups. Those places want an educated workforce and an ecosystem that encourages investment. We want to help build that sector here."
Even for those students who aren't interested in the technical or artistic aspects of gaming, there is growth potential in marketing esports, organizing leagues and tournaments, producing Twitch streams and television broadcasts, and even becoming commentators.
After the university initially announced the program in August, Cheshier says some 340 students showed up for the general information sessions downtown. He estimates that only 20 percent of those young men and women came because they were interested in tournament competition.
"Most wanted to connect in other ways," he says.
With only 33 other schools in the NACE, Georgia State is among the pioneers in this emerging field and the first in Georgia. And while Georgia Tech and the Savannah College of Art & Design might be more traditionally obvious pipelines for local talent in information technology or electronic design, the Panthers have something unique to offer.
"The video game industry faces a diversity crisis," says Cheshier. "It's overwhelmingly male and white. The genuine diversity of our student body gives us a unique advantage in solving that."
Offering one of the only esports programs in the land also gives Georgia State a recruiting boost. The university can attract students who want to pursue a career in video games as well as other youths who grew up with competitive gaming and just want to keep playing (and reap a little scholarship money) while working toward degrees in something completely different.
"We've found staggering levels of interest in bright high school students who want to connect their love of video games with their college careers," says Cheshier. "My guess is that there are plenty more students who are interested in many creative aspects of the video game industry who just haven't seen a way to tie it all together into a cohesive educational experience."
CHAMPIONS OF THE ARENA
"League of Legends" is the most popular esport and, by some estimates, the most popular video game in the world. The game hosts about 100 million players every month, and the finals from last year's World Championship attracted more than 60 million viewers.
A multiplayer online battle arena (or "MOBA" in gamer lingo), "League of Legends" divides players into two teams of five for every match. Each player competes as a "champion," one of 138 unique characters available for gameplay, and the teams attack their opponents' base while protecting their own. To win, a team must destroy the enemy's Nexus, the main structure in each base, with its own intact.
The teams meet in an arena split into three lanes ("Top," "Middle" and "Bottom"), and the space around them is called the "Jungle," giving rise to five player positions.
TOP LANER: Protects teammates and focuses on powerful enemies.
MID LANER: Relentlessly engages the enemy, often becoming the star role of the team.
ATTACK DAMAGE CARRY (ADC): Patrols the bottom lane with the Support. Starts weak and vulnerable but grows powerful over time, often dealing the most damage late in the game.
SUPPORT: Protects the ADC early in the game and, later on, uses powerful "crowd control" abilities to frustrate and disrupt the enemy's every move.
JUNGLER: Kills monsters in the jungle and drops in the lanes as needed to assist teammates — especially to double up on an enemy champion and prevent his escape, which is called "ganking."
CHAMPIONS OF THE ARENA
"League of Legends" is the most popular esport and, by some estimates, the most popular video game in the world. The game hosts about 100 million players every month, and the finals from last year's World Championship attracted more than 60 million viewers.
A multiplayer online battle arena (or "MOBA" in gamer lingo), "League of Legends" divides players into two teams of five for every match. Each player competes as a "champion," one of 138 unique characters available for gameplay, and the teams attack their opponents' base while protecting their own. To win, a team must destroy the enemy's Nexus, the main structure in each base, with its own intact.
The teams meet in an arena split into three lanes ("Top," "Middle" and "Bottom"), and the space around them is called the "Jungle," giving rise to five player positions.
TOP LANER: Protects teammates and focuses on powerful enemies.
MID LANER: Relentlessly engages the enemy, often becoming the star role of the team.
ATTACK DAMAGE CARRY (ADC): Patrols the bottom lane with the Support. Starts weak and vulnerable but grows powerful over time, often dealing the most damage late in the game.
SUPPORT: Protects the ADC early in the game and, later on, uses powerful "crowd control" abilities to frustrate and disrupt the enemy's every move.
JUNGLER: Kills monsters in the jungle and drops in the lanes as needed to assist teammates — especially to double up on an enemy champion and prevent his escape, which is called "ganking."
ACHIEVEMENT UNLOCKED
As a trail blazer, Georgia State has also had to deal with special obstacles, especially at the outset. Starting an esports program isn't like starting a football team. There's no blueprint. Even the few other collegiate esports programs are only a year or two old. It's largely unexplored territory.
To begin with, the world was a different place when much of the administration and faculty grew up. This means the people in charge of the new program are sometimes unfamiliar with the pixelated, 3-D, role-playing universe their students have known from birth.
"Aside from a six-month addiction to 'Asteroids,' I didn't play anything growing up," says Cheshier. "We only had 'Pong' in my house."
That's where Bailey and Aimee Vu, student director of esports, come in. Bailey is 24 years old, has played video games all his life and has followed the esports scene for eight years. A native of Greensboro, N.C., Bailey came to Georgia State after teaching debate at Henry W. Grady High School, where he managed teams and competitions.
"After joining the program, I noticed the administrative team, mostly over 40, didn't have any experience with gaming of any kind," he says. "So, my first job here was to be an intermediary between the administration and the players, who sometimes knew what the program needed better than the university did."
While the players knew where to take the program, the administration had its own needs — chief among them a smooth, uncontroversial beginning to a program that was probably going to raise some eyebrows, on and off campus. That meant higher standards for e-athletes, such as a minimum grade point average of 3.0 compared to the 2.0 required of other athletes.
"We didn't want the reputation that we were picking off struggling students," says Cheshier. "So, we adopted a student code of conduct — similar to our other athletes."
The bosses also had a say in which games students would play. There would be no realistic first-person shooters or war simulators such as "Call of Duty," especially in the wake of recent school shootings. In the end, the program landed on "League of Legends," "Smite" and "Brawlhalla," a fighting game where the object is to knock one's opponent off the stage. The first game was chosen because of its prevalence in the community, the latter two largely because they were created by Atlanta companies.
The next challenge was building the actual teams: spending time in the computer lab, gauging players' talents and winnowing the field to the very best. This, too, proved challenging. Before it became an official university-sponsored program, esports had been an informal club sport at Georgia State, and the student-run venture provided some pre-existing, albeit disorganized, structure.
Only a handful of candidates tried out for the lesser-known games such as "Smite" and "Brawlhalla," perhaps indicating there should have been better student outreach. "League of Legends," on the other hand, presented the opposite problem. Thirty-three students showed up to battle for 10 spots — five on the main team and five more on a second team of alternates.
The original tryout format tried to assess each individual's ability, but with so many players, it proved difficult to distinguish who was best suited for which role. So, a second tryout was held.
"The second time, we had them go up against each other — five versus five," says Vu. "The teams were assembled at random so we could assess how they would work against each other and together on a team."
Finally, in January 2018, the rosters were announced — 19 keyboard warriors to represent the inaugural Georgia State Panthers esports program.
Cole Gibson: League of Legends, Team Manager | Stephanie Sunthonthip: League of Legends, Analyst | William Holtz: League of Legends, Player
THE FINAL FANTASY
It's hard to warp ahead and know what will become of this burgeoning sport, but it's pretty safe to say that, after multiple generations have grown up in front of consoles and computer screens, esports aren't going away. And if esports' recent growth is an indication, the safe play would be betting on an even brighter future on the virtual battlefield. Cheshier says he can see the university's esports program outgrowing CMII one day and moving under the roof of Georgia State Athletics. After all, the International Olympic Committee is considering esports as an official event for the 2024 games in Paris. Who's to say that, at some point, 25,000 screaming, face-painted Panther fans won't pack into Georgia State Stadium to watch a clash of titans on the big screen in "League of Legends" or whatever virtual reality game succeeds it?
If that day comes, it's likely Jespersen won't be sitting at the keyboard or controller. But the junior hopes he'll still be involved in esports. Through his experience at Georgia State, Jespersen has already seen vast possibilities for growth in this industry. He says he'd like to get involved with marketing for an esports team or league or use what he's learned here to help another school build an esports program from the ground up. Maybe he'll even be the director.
Either way, he'll probably be able to tell his children: "Yes, you can go to college to play video games."
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ACHIEVEMENT UNLOCKED
As a trail blazer, Georgia State has also had to deal with special obstacles, especially at the outset. Starting an esports program isn't like starting a football team. There's no blueprint. Even the few other collegiate esports programs are only a year or two old. It's largely unexplored territory.
To begin with, the world was a different place when much of the administration and faculty grew up. This means the people in charge of the new program are sometimes unfamiliar with the pixelated, 3-D, role-playing universe their students have known from birth.
"Aside from a six-month addiction to 'Asteroids,' I didn't play anything growing up," says Cheshier. "We only had 'Pong' in my house."
That's where Bailey and Aimee Vu, student director of esports, come in. Bailey is 24 years old, has played video games all his life and has followed the esports scene for eight years. A native of Greensboro, N.C., Bailey came to Georgia State after teaching debate at Henry W. Grady High School, where he managed teams and competitions.
"After joining the program, I noticed the administrative team, mostly over 40, didn't have any experience with gaming of any kind," he says. "So, my first job here was to be an intermediary between the administration and the players, who sometimes knew what the program needed better than the university did."
While the players knew where to take the program, the administration had its own needs — chief among them a smooth, uncontroversial beginning to a program that was probably going to raise some eyebrows, on and off campus. That meant higher standards for e-athletes, such as a minimum grade point average of 3.0 compared to the 2.0 required of other athletes.
"We didn't want the reputation that we were picking off struggling students," says Cheshier. "So, we adopted a student code of conduct — similar to our other athletes."
The bosses also had a say in which games students would play. There would be no realistic first-person shooters or war simulators such as "Call of Duty," especially in the wake of recent school shootings. In the end, the program landed on "League of Legends," "Smite" and "Brawlhalla," a fighting game where the object is to knock one's opponent off the stage. The first game was chosen because of its prevalence in the community, the latter two largely because they were created by Atlanta companies.
The next challenge was building the actual teams: spending time in the computer lab, gauging players' talents and winnowing the field to the very best. This, too, proved challenging. Before it became an official university-sponsored program, esports had been an informal club sport at Georgia State, and the student-run venture provided some pre-existing, albeit disorganized, structure.
Only a handful of candidates tried out for the lesser-known games such as "Smite" and "Brawlhalla," perhaps indicating there should have been better student outreach. "League of Legends," on the other hand, presented the opposite problem. Thirty-three students showed up to battle for 10 spots - five on the main team and five more on a second team of alternates.
The original tryout format tried to assess each individual's ability, but with so many players, it proved difficult to distinguish who was best suited for which role. So, a second tryout was held.
"The second time, we had them go up against each other — five versus five," says Vu. "The teams were assembled at random so we could assess how they would work against each other and together on a team."
Finally, in January 2018, the rosters were announced — 19 keyboard warriors to represent the inaugural Georgia State Panthers esports program.
Cole Gibson: League of Legends, Team Manager
Stephanie Sunthonthip: League of Legends, Analyst
William Holtz: League of Legends, Player
THE FINAL FANTASY
It's hard to warp ahead and know what will become of this burgeoning sport, but it's pretty safe to say that, after multiple generations have grown up in front of consoles and computer screens, esports aren't going away. And if esports' recent growth is an indication, the safe play would be betting on an even brighter future on the virtual battlefield. Cheshier says he can see the university's esports program outgrowing CMII one day and moving under the roof of Georgia State Athletics. After all, the International Olympic Committee is considering esports as an official event for the 2024 games in Paris. Who's to say that, at some point, 25,000 screaming, face-painted Panther fans won't pack into Georgia State Stadium to watch a clash of titans on the big screen in "League of Legends" or whatever virtual reality game succeeds it?
If that day comes, it's likely Jespersen won't be sitting at the keyboard or controller. But the junior hopes he'll still be involved in esports. Through his experience at Georgia State, Jespersen has already seen vast possibilities for growth in this industry. He says he'd like to get involved with marketing for an esports team or league or use what he's learned here to help another school build an esports program from the ground up. Maybe he'll even be the director.
Either way, he'll probably be able to tell his children: "Yes, you can go to college to play video games."
Photos by Ben Rollins