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Arena Layouts Meet the Needs of the Players
Another common theme among K–12 arenas, which carries over to college and professional setups, is the arrangement of the players’ seats.
Typically, club players will be arranged in a pod, with five or six desks facing one another so players can talk to each other while immersed in the game, which allows them to learn, bond and strategize.
Varsity players, meanwhile, often play side by side. K–12 arenas often arrange a line desks and computers for their varsity team to give them more of a stage presence. This shouldn’t take up much of the room and allows plenty of space for pods and other arena needs.
K–12 Esports Arenas Build Space for Play-by-Play
Another large presence in today’s esports arenas is shoutcasters, the game announcers who watch the players and communicate the play-by-play to audiences who attend either in person or by tuning in virtually through Twitch and Discord.
Shoutcasters often need their own unique tech setups for broadcasts. They require more robust computers than the gamers because, while those computers need to run the game, the shoutcasters’ computers are running the game and a handful of other programs simultaneously. As shoutcasters watch the game on their computers in spectator mode — toggling between views of individual players and an overall view of the action — they are control the livestream.
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Besides the computer, a shoutcaster might have a webcam, an external microphone, a light, a capture card for saving game footage and a stream deck. The stream deck is comparable to a speed dial: Casters set hot keys on the device to effortlessly control the streams. For example, they might program a hot key to display — with the press of a single button — graphics and sound effects when a player scores. In this way, acting quickly and efficiently, the shoutcaster increases the production value of the team’s stream.
Coaching Needs Perpetuate the Esports Pipeline
In the early days of the industry, it was often difficult to find a coach for K–12 esports teams, but there are now multiple options for bringing in coaches.
In some cases, student players work with teachers and adults to guide the team. These student leaders help teammates with in-game skills and strategies, while the adult coach helps with the team logistics, such as signing the team up for tournaments. This works for K–12 players because the students know the most about the games, they have the most time to play them and therefore the most experience.
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Some K–12 teams hire recent college graduates to lead their programs. After playing on a college esports team, these grads may be looking for a way to stay in the industry. Working with K–12 athletes keeps them involved with esports and perpetuates the pipeline of esports players.
This article is part of the “ConnectIT: Bridging the Gap Between Education and Technology” series. Please join the discussion on Twitter by using the #ConnectIT hashtag.