In recent years, we have seen the rapid growth of esports (electronic sports), or competitive video gaming, with the global esports market already surpassing $1 billion and, according to a recent report from Stratview Research, expected to reach over $9 billion in 2028. Therefore, it should be no surprise that this trend has caught the interest of educational institutions, especially considering over 60% of esports fans are within the age range of the average secondary and post-secondary student, between 13 and 26 years old.