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Handle With Care

Volume 56 - Issue 4, December 2022

Volume 56 - Issue 4, December 2022

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GAMING GLITCHES

ANIKA KRISHNASWAMY, elizabeth yuan

Varsity “League of Legends” (LoL)

team captain Kevin Diggs ’23

watches his computer intently,

clicking furiously at his mouse to maneuver

his character across the screen.

However, all of Diggs’ hopes of winning

a little black error window. The school’s

chance at victory with it.

Started in 2016, Stevenson’s eSports

team is one of the longest-running in

the area and hosts players from across

cent

years—with the popularization

of formal high school eSports—James

Barnabee, eSports club sponsor, believes

that the program has faced challenges

in keeping up with its rapidly

growing pool of competitors. He cites

outdated equipment and poor internet

quality as culprits behind hindered

performance and membership capacity.

With the iMacs used by the school

unable to host most games smoothly,

the club’s capacity for teams competing

through the IHSA-recognized PlayVS

platform is limited.

In spite of these setbacks, the varsity

LoL team is currently ranked second

in the state for its fall 2022 season, and

three other teams have also advanced

sult

of his team’s consistent dedication

and passion for the game during their

weekly matches.

“Everyone is working and collaborating

together really well,” Diggs said.

“Whether it be making sure that our

practice environment is healthy and

that everyone is having a good time or

just organizing rigorous practices, we

all want what is best for the team.”

Christina Wang ’25, varsity

“Valorant” player, explains that a supportive

school environment has also

26 sports • december 2022

been important for female gamers

like herself, who often face pushback

when participating in the generally

male-dominated gaming industry.

Wang says that the team’s sense of community

has drastically minimized the

toxicity many female gamers face.

“Having a girl playing at the same

level is often intimidating for guys, so it

creates this common theme where guys

Wang said. “Although the gaming community

is pretty toxic overall, having

this school community has really helped

that because it’s made up of people you

trust and know in real life.”

Though Wang says that the eSports

club community has been a safe space

for her and other female players, she

the club are still prone to stereotyping

its members. Both she and Diggs have

often faced scrutiny from their peers for

playing video games competitively.

“I do have friends that laugh at me because

of eSports club and say ‘oh, you’re

such a nerd,’ but I feel like some people

is something I’ve always concealed, but

if it’s going to be such a big part of

my life, I might as well just accept it

and enjoy being a part of the club.”

According to Barnabee, the key

to diminishing this stigma is being

more respectful while gaming. By

bringing students into a more formal

eSports environment where

they are able to meet and discuss

with peers who have similar interests,

he feels they automatically

challenge stereotypes of

eSports players being “rude”

and bring eSports further into

the mainstream.

“These stereotypes persist

because of online behavior,”

Barnabee said. “We’ll always have the

stigmas of, ‘video game players are nas-

that is by creating better video game

players, which is where eSports club

comes in.”

Barnabee feels that the formalization

of gaming has also caused a surge in its

popularity. CNBC reports that viewership

numbers from the 2019 LoL World

million unique viewers—nearly 2 million

more than the previous year’s

Super Bowl. Even colleges and univer-

full-ride athletic scholarships for eSports,

with over 175 across the United

sity

eSports teams.

“Although there still exists the badmouthing

of the behavior of a few,

there are so many nations involved in

eSports other than America—these

games are enormous and everybody

plays them,” Barnabee said. “Now that

colleges have teams and are beginning

tinue

to force the mainstream understanding

of games to change.”

123 eSports teams

in 2021-2022 IHSA

Tournament

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