Esports Scholarships in the U.S.: Facts, Dilemmas, and What Matters to Brazilian Schools
The American phenomenon has moved beyond the club level and become an established structure: schedules, university-sanctioned teams, and some funding. What matters to the Brazilian school-age audience isn’t “copying” the model, but rather understanding the big picture—the actual value of scholarships, which games drive the scene, the dilemmas (symbolic violence, rivalries), and what Brazilian law requires regarding ages and classification.
Drug Use in the U.S.: What the Reality Is
The recent landscape combines two different counts. Industry reports from 2024 indicated there were close to 185 official “varsity” college teams—teams recognized by the institution itself, with a coach and a schedule.
At the same time, in 2025, the industry’s leading association reports more than 260 affiliated institutions—“member” refers to affiliation and does not guarantee that the program operates to the same standard as a varsity team. Taken together, these two figures indicate hundreds of active programs, enough to consider the movement stable.
Why does this matter to educators in Brazil? Because the American model produces public documents (rules, calendars, reports, and guidelines) that can be read critically—not to be imported “as is,” but to evaluate arguments, figures, and safeguards based on data rather than marketing.
Scholarships: Actual Amounts and What They're For
The money is there, but it’s not the myth of the athlete who has everything paid for. Guides and specialized reports place the typical range between $1,000 and $6,000 per year, based on team participation, academic performance, and conduct; higher amounts do exist, but they are the exception. In practice, it’s partial financial aid: it covers a portion of the costs and signals institutional priority.
The stated goal of the universities is recruitment and retention. The “promise of a professional career” is not the focus; the focus is on a sense of belonging on campus and related academic tracks (game analysis, production, broadcasting, and management).
The straightforward interpretation is this: the grant makes the experience possible; the experience justifies the grant when it produces institutional outcomes (engagement, retention, academic output)—and this can be verified in reports and management guidelines.
What We Play — and Why These Titles in Particular
There is a recurring core because it is logistically feasible: League of Legends, Valorant, Counter-Strike 2, Overwatch 2, Rocket League, EA Sports FC (FIFA), and Fortnite. These are games with leagues, predictable schedules, and public metrics (replays, statistics, and VODs) that make training, analysis, and broadcasting possible without improvisation.
From an educational perspective (when there is an explicit instructional intent), recent literature points to measurable gains in communication/collaboration and the “4Cs” when the activity is structured and assessed (e.g., tactical review with objectives, reflective reports, and media products). It is not a “magical effect of the game”: it appears when there is a learning design; it disappears when it becomes pure entertainment.
See also:
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- Digital Twins and Digital Clones: When Representation Blurs the Line with Reality
- The Urgency of Media Literacy in the School Setting: Lessons from Nepal
Dilemmas: Shooting, Aggression, and a Competitive Atmosphere
The issue of symbolic violence must be addressed without euphemisms. The 2020 official position statement from the leading U.S. psychology organization mentions a small but reliable association with aggressive behaviors (e.g., swearing, shoving); at the same time, robust studies find no association between violent video games and adolescent aggression. The result: there is no single consensus.
For the school, what matters is risk management: rules for voice and chat, zero tolerance for harassment, and clarity of purpose (what the school aims to measure and why).
If the school community does not want to deal with this package, there are alternatives that involve less symbolic friction (e.g., Rocket League, EA Sports FC). If it does want to deal with it, it must identify the risks and clearly state what will be monitored (interpersonal behavior, language, fair play), or else the competition will become a source of conflict.
Legal Issues and Possible Consequences
In Brazil, the guidelines are public and objective: Age Rating (IARC/ClassInd) by title and version, with a recent update to better cover digital environments and interactivity. In a school setting, this means verifying age appropriateness, documenting the decision, and ensuring transparency for families—especially in synchronous activities involving chat or voice. There are also the basics of data protection and online interaction: clear rules, an identified adult guardian, and mediation mechanisms in the event of a conflict.
On the horizon are ongoing debates about in-game monetization (in-app purchases, loot boxes), advertising restrictions for minors, and responsibilities related to student livestreams (image rights, music, trademarks).
For the school, the practical implication is simple: any project will require basic documentation (what, for whom, when, with what safeguards) and must be consistent with the educational plan—so that the experience is not marketed as a spectacle but treated as a low-risk educational activity.
Conclusion
The case in the United States provides sufficient scale, figures, and publicly available information for critical analysis.
For Brazilian schools, the question is not “to adopt or to reject,” but rather what makes sense, for whom, for what purpose, and within what limits. There are grants, there are institutional benefits abroad—and there are real dilemmas. If the project does not serve a clear educational purpose, it is better not to pursue it; if it does, start small, exercise sound judgment, and ensure compliance with the law.
About the author:
-
Francisco Tupy
Ph.D. from the University of São Paulo with a focus on video games
*This text does not necessarily reflect the opinion of Bett Brasil.
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Sources:
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