For several years now, electronic sports, or Esports, has increased in popularity. The 2019 championship for the game “League of Legends,” hosted in South Korea, garnered more viewers than the Super Bowl. It was played in front of 23,000 in-person fans and over 100 million online, compared to the Super Bowl’s 65,000 in-person and 98 million TV viewers. The money is real: the event was backed by major sponsors, such as Mastercard and Nike, over $2.5 million in prize money was awarded, and a collaborative collection with Louis Vuitton was released. The sector was worth $865 million in 2018 and is now worth over $1.3 billion. Esports has become something of a cultural zeitgeist for today’s youth, and higher education institutions are scrambling to address the market potential for academic programs.