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Futuresource Esports in Education

The esports industry is stabilising after the immense growth of the early 2020s, and it has created a knock-on effect on esports in education. Due to regional disparities and lack of current investment, it has become increasingly difficult to truly understand the adoption, investment and benefits of esports in education.

This report provides data points on key themes for esports IT hardware across K12 and Higher Ed, now and over the next 2 years. It explains regional purchasing decisions of schools and universities and highlights the current barriers that face institutions. Additionally, it gives a student perspective and covers the learning outcomes and impact of esports in education.

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Frequently Asked Questions (FAQs)

What is the Esports in Education 2026 report?

A global research study examining esports adoption, investment, infrastructure and outcomes across K-12 and higher education institutions.  

The study includes 8,833 end-user interviews across North America, LATAM, Western Europe and APAC.  

The report covers both K-12 schools and higher education institutions.  

Schools cite student engagement, inclusion and skills development, including teamwork, communication and problem-solving, as key drivers.  

Higher education institutions are increasingly using esports to support student recruitment, retention and engagement strategies.  

The research shows growing investment in streaming and broadcasting infrastructure, especially within higher education.  

North America remains the leading region globally, while the UK is identified as a mature esports ecosystem within Western Europe.  

Yes. The report includes analysis and forecasts covering the next two years.

Education technology vendors, PC manufacturers, display providers, esports platforms, higher education institutions, schools, investors and policymakers.