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18 min readResearch study

K-12 Esports Is Not One System

A source-backed 51-jurisdiction dashboard separating esports participation, state-association status, leagues, and instructional pathways, with a detailed Wichita Public Schools case study.

Before the dashboard, there was a conversation

My introduction to K-12 esports did not begin with a strategy document, a vendor pitch, or a national participation report. It began in 2018 at Omaha Public Schools with Regina Lupo, a member of my help desk staff. Regina introduced me to her son, Benjamin Lupo, known to millions of people online as DrLupo.

DrLupo showed me that gaming could become more than competition or entertainment. In 2018, he was already using his platform to rally a community around St. Jude Children’s Research Hospital. By the end of 2022, his Build Against Cancer campaigns and related fundraising had helped raise about $13 million for St. Jude. The scale was impressive. The deeper lesson was what made that scale possible: belonging, shared purpose, teamwork, production, storytelling, and a community willing to act together.

That conversation with Regina changed how I understood esports. I began to see a learning environment hiding inside what many school systems still dismissed as kids playing video games. Esports could create a place for students who had not found their place elsewhere. It could connect competition to technology, media production, communication, career exploration, and service.

When I came to Wichita Public Schools in 2019, I carried that lesson with me. Working with Clint Dayhuff, our esports specialist, we began building a district esports program around access and progression, not just isolated teams. The work grew into Gaming Concepts classes, competitive teams across grade levels, a district esports arena, and pathways that connect play with technical and creative skills.

Clint Dayhuff and Rob Dickson together at a community running event
Clint Dayhuff and Rob Dickson, whose partnership helped build Wichita's district esports program.

The national dashboard below grew from that local experience. To understand what K-12 esports has become, we have to stop treating every team, league, association, class, and participant count as evidence of the same system. They are different signals. Wichita’s story is one example of what becomes possible when a district designs those signals to work together.

51-jurisdiction dashboard

Four signals, kept separate.

Explore NFHS survey participation, association status, league operators, and instructional pathways. A missing survey row is shown as NR, not zero.

30,440NFHS survey participants
25,651boys reported
4,789girls reported
23jurisdictions with survey rows
Sanctioned championshipAssociation-operated, non-sanctionedRecognized or partneredThird-party onlyNot yet verified

Tile color shows association status. The number is the 2024-25 NFHS survey participant value; NR means the state was not separately reported in the extracted tables. Neither measure is a census, ranking, or legal conclusion.

The finding

K-12 esports is not one national program. It is at least four overlapping systems: an NFHS survey measure, state-association governance, vendor and nonprofit competition, and school or state instructional pathways. Most public descriptions collapse those systems into a single claim that esports is sanctioned or growing. That shortcut produces confident numbers that do not measure the same thing.

This study keeps the measures separate. A state can have substantial league activity without association sanctioning. A state association can operate championship weeks while labeling esports non-sanctioned. A course can use gaming as a vehicle for programming, media, teamwork, or career exploration without being a formal esports CTE pathway.

What the national number means

The 2024-25 NFHS High School Athletics Participation Survey reports 30,440 esports participants: 25,651 boys and 4,789 girls. The extracted state table contains separate esports rows for 23 member associations. This is association-reported survey data, not a census of every school club, provider league, or student playing competitively.

The same survey lists 2,285 boys reporting-school program slots and 1,275 girls reporting-school program slots. Those values cannot be added into 3,560 unique schools because a school may appear in both tables. Missing state rows are labeled not reported, never zero.

How to read the dashboard

The association filter uses five conservative categories: sanctioned championship, association-operated non-sanctioned, recognized or partnered, third-party only, and not yet verified. Provider availability does not establish sanctioning. The pathway filter separates statewide frameworks, district or school examples, related pathways, and evidence not yet verified.

Every state panel shows the evidence date, direct source when available, and a caveat. Not yet verified means the research pass did not locate current public evidence. It does not mean no esports activity exists.

Where the evidence is strongest

Current official pages confirm sanctioned championship structures in Georgia, Kansas, Kentucky, Mississippi, New Hampshire, New Mexico, Utah, and Virginia. Louisiana is the useful counterexample: LHSAA publishes an esports calendar and championship weeks but places esports under Non-Sanctioned. Texas is the opposite kind of warning. Third-party leagues operate there, but UIL has repeatedly declined sanctioning.

Instructional evidence is thinner and not comparable across states. Texas has an approved half-credit Gaming Concepts: Fundamentals course for grades 9-12. Alabama publishes a Computer Game and Simulation Programming framework. California has aligned curriculum and district-level game-design examples. Utah publishes related digital technology pathways, but the state does not label those pathways as esports courses.

Wichita Public Schools case study

The local case study below shows what a fuller system can look like when access, instruction, competition, production, and progression are designed together. It also shows why the evidence boundary matters. Device counts, school sites, teams, course enrollment, and participant counts are different units. None should be silently substituted for another.

Limits

This is a public-source snapshot verified through July 23, 2026. State structures change, association terminology is inconsistent, and several direct pages block automated retrieval. The dashboard preserves uncertainty instead of converting missing evidence into a negative claim. It is research, not legal advice, a ranking, or a complete census of K-12 esports.

Core sources

Local case study

Wichita built an esports system, not just teams

Wichita Public Schools began with an access decision. In 2020, the Board authorized up to $544,400 for 320 gaming desktops, entered five high schools in HSEL, and added Gaming Concepts as an elective. That amount was an authorization ceiling, not confirmed actual spending.

Two students wearing headsets play Overwatch at adjacent Wichita Public Schools esports stations
Students put the district’s shared esports equipment to work through side-by-side practice and team play.

By July 2026, the district described a footprint of nine high schools, 16 middle schools, and four alternative schools. All nine high schools field teams, Gaming Concepts is integrated at most middle and high schools, and the district arena provides a common competition space.

Wichita Public Schools graphic showing esports opportunities across elementary, middle, and high school grade bands
Wichita describes age-appropriate esports opportunities from elementary Minecraft experiences through middle and high school competition.

Competition has also matured. Kansas launched a KSHSAA-sanctioned state championship for 2025-26 with PlayVS as administrator. Wichita Northwest reached the Super Smash Bros. Ultimate semifinal on January 31, 2026, losing to eventual runner-up Hugoton. That was a game-title semifinal, not an overall placing or state title.

Students wearing headsets play Overwatch at Wichita Public Schools esports stations
Headsets, adjacent stations, and team-based titles make esports participation visibly social.

The instructional story needs precision. Public evidence verifies Gaming Concepts classes and adjacent pathways in media design, programming, networking, cybersecurity, marketing, finance, and entrepreneurship. It does not establish a standalone district esports CTE pathway, formal college articulation, or esports-specific dual credit.

Participation is also incomplete. KSHSAA reported 20 to 25 full-time East High players in spring 2025, while KSN reported around 50 East players per season in 2023. The years and definitions differ, so they are not a trend and cannot be converted into a district total. Wichita does not publicly report a current unduplicated participant count, complete results archive, or current title inventory.

Local evidence

What Wichita’s two studies found

The studies answer different questions. The Wichita State field study explains what participants experienced. The Marzano and Magana report tests whether participation was associated with attendance and behavior differences over five years. Neither study, by itself, proves that esports caused the outcomes.

Wichita State University Educational Leadership Doctoral Field Study Team · 2023

It Takes a Spark to Ignite a Fire: Developing Efficacy and Connections Through Esports

Shelly Coleman-Martins, Kennedy Rogers, and Sheelu Surender, with faculty advisor Dr. Kristin Sherwood

Method. A qualitative case study at four selected Wichita Public Schools high schools with 44 administrators, team captains, players, and coaches. The team used interviews, focus groups, documents, observations, constant comparative analysis, and triangulation.

Finding. Participants consistently described social benefits, stronger relationships with peers and adults, greater school connection, and opportunities to build confidence. Adult participants perceived esports as a catalyst for academic and behavior improvement, while students described attendance and passing-grade requirements as reasons to stay eligible.

Read this carefully. This is a selected-sample study of participant perceptions. It does not estimate a causal effect on attendance, grades, behavior, or districtwide outcomes.

Prepared for PlayVS using Wichita Public Schools data · 2026

A Study of the Relationship Between Participation in Gaming Concepts and Esports and Student Attendance and Incidents of Misbehavior

Robert J. Marzano and Sonny Magana

Method. The study compared grades 6 through 12 participation in Gaming Concepts, esports, or both with nonparticipation across five school years, from 2020-21 through 2024-25. Analyses included annual group comparisons, standardized effect sizes, and a multilevel attendance model accounting for school-level differences.

Finding. Participation was associated with higher attendance in every year studied. The multilevel model estimated 2.2 additional days for Gaming Concepts only, 5.2 for esports only, and 7.4 additional days per year for students in both. The report also estimated 10 to 50 percent fewer behavior incidents, depending on the group and year.

Read this carefully. The PlayVS-commissioned report explicitly says the findings are descriptive. It does not establish causation. Selection bias was not addressed, combined-program groups were small, repeated comparisons increase false-positive risk, and behavior counts were highly skewed.