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Generation Esports

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uuid0000la8

Namestring
Generation Esports
Legal namestring
Generation Esports
Company typeenum
Private
Founded yearint
2012
Descriptiontext

Generation Esports was a Kansas City-based, privately-held scholastic esports company founded in 2012 that operated a platform connecting K-12 schools, middle schools, colleges, players, coaches, educators, and parents through officially sanctioned esports leagues. The company built three core product lines: the PlayVS Platform (the core scholastic esports competition platform serving high school, middle school, and college segments via app.playvs.com), Gaming Concepts (a STEM.org-approved vertically aligned gaming curriculum integrating esports with digital citizenship, college/career readiness, and mental wellness, distributed through the Microsoft Educator community with over 400,000 downloads in 40+ countries), and Wizard Labs AI technology (acquired in May 2022 to power automated gameplay clipping and streaming).

The company monetized through subscription-based platform services to schools and educational institutions, with officially sanctioned league status through partnerships with the NFHS Network and Special Olympics. Revenue mechanics were anchored on school/organization subscriptions, with distribution aided by social media presence across Facebook, Instagram, TikTok, Twitter/X, Twitch, and YouTube. In April 2025, Generation Esports was acquired by PlayVS alongside Playfly College Esports, forming North America's largest scholastic and collegiate esports network spanning 5,500+ K-12 schools and 900 colleges. At the time of acquisition, the company employed between 11 and 50 people and had raised approximately $30M in cumulative outside funding, including a $19M round in May 2022 led by Altos Ventures.

Short descriptiontext

Generation Esports operated a scholastic esports platform connecting K-12 schools, colleges, players, coaches, and educators through officially sanctioned leagues, complemented by a STEM.org-approved Gaming Concepts curriculum. Acquired by PlayVS in April 2025 to form North America's largest scholastic and collegiate esports network.

Operating statusenum
Acquired
Ownership categoryenum
Headcount rangeband
11–50
akta.pro rankint
HeadquartersKansas City, United States
HQ citystring
Kansas City
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Keyword5 values
scholastic esports platform, esports league software, gaming curriculum K-12, collegiate esports competitions, STEM gaming education
Industry4 codes
1Collegiate/Scholastic Esports Programs & Leagues
CodeMPAFADAKPrimaryYes
2Esports & Competitive Gaming Programs
CodeEDALAIAOPrimaryNo
3Collegiate Esports Leagues & Tournaments
CodeMPAKANAGPrimaryNo
4Collegiate & Scholastic Esports Tournaments
CodeMPAGANAEPrimaryNo
NAICS code3 codes
  • Sports and Recreation Instruction61162
  • All Other Schools and Instruction61169
  • Fitness and Recreational Sports Centers71394
SIC code3 codes
  • Services-Membership Sports & Recreation Clubs7997
  • Services-Educational Services8200
  • Services-Miscellaneous Amusement & Recreation7990
Product category
Scholastic Esports Platform
Revenue model1 record
1Scholastic Esports Platform Services
TypeSubscription Recurring
Description

Platform services for K-12 and college esports leagues, connecting schools with officially sanctioned competitions. Revenue generated through school/organization subscriptions to the platform.

generationesports.com
Marketing channels2 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels2 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components4 values
Technology or R&D, Personnel, Marketing or Sales, Operations
GTM typeB2B
B2B
Offering typeSoftware
Software
Brand1 record
1Gaming Concepts
Description

Gold standard gaming curriculum for integrating video game play into schools, aligned with STEM education, digital citizenship, college and career readiness, and mental wellness. Downloaded over 400,000 times in 40+ countries through Microsoft Educator community.

generationesports.com
Core offering1 text field

Generation Esports operates a scholastic esports platform that connects K-12 schools, middle schools, colleges, players, coaches, educators, and parents through officially sanctioned competitive gaming leagues. The company also provides the Gaming Concepts STEM.org approved curriculum that integrates esports with digital citizenship, college and career readiness, and mental wellness, distributed through the Microsoft Educator community. Following its April 2025 acquisition by PlayVS, the platform unifies over 5,500 K-12 schools and 900 colleges under the PlayVS brand.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 2 values shown
  • 400,000+ app downloads in 40+ countries
+1 more record
Product overview1 text field

Generation Esports operates as part of PlayVS, North America's leading scholastic esports platform. The portfolio consists of PlayVS Platform (the core esports competition platform for K-12 and college), Gaming Concepts (a STEM.org approved curriculum integrating esports with education and mental wellness), and the acquired Wizard Labs AI technology (enabling auto-clipping and streaming capabilities). The company serves over 5,500 K-12 schools and 900 colleges through officially sanctioned scholastic esports leagues, with partnerships including NFHS Network and Special Olympics.

Product and service2 records
1PlayVS Scholastic Esports Platform
CategoryScholastic Esports Platform
Description

Scholastic esports league management platform that connects players, coaches, educators, and parents to run officially sanctioned competitive gaming leagues for K-12 schools and colleges. The platform serves as the core competition infrastructure for Generation Esports' network of educational institutions.

2Gaming Concepts Curriculum
CategoryEducational Curriculum
Description

STEM.org approved vertically aligned gaming curriculum that integrates esports with digital citizenship, college and career readiness, and mental wellness for K-12 schools. Distributed to educators through the Microsoft Educator community.

Scale indicator4 records

Each record includes

Type, Value, Description, Source

Partnership4 partners
Strategic tierCoreTypeOthersAnnounced on2025-04-22
Description

PlayVS acquired Generation Esports in April 2025, creating North America's largest scholastic and collegiate esports network. This acquisition unified Generation Esports with Playfly College Esports under PlayVS, connecting over 5,500 K-12 schools and 900 colleges.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

PlayVS is the official high school esports partner to the NFHS Network, providing officially sanctioned scholastic esports leagues recognized within the high school athletic ecosystem.

Strategic tierFlagshipTypeStrategic or Co-development Partner
Description

PlayVS is an official partner to the Special Olympics for state and regional organizations offering officially sanctioned scholastic esports leagues in the U.S. and Canada.

Strategic tierCoreTypeChannel Partner/ Reseller/ Distributor
Description

Gaming Concepts curriculum distributed through Microsoft Educator community, achieving over 400,000 downloads in 40+ countries.

Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeDirect peer
Description

Battlefy is a tournament management platform used by scholastic, collegiate, and amateur esports organizers. It overlaps with Generation Esports in enabling structured esports competition for schools and student communities.

TypeDirect peer
Description

PlayVS is the direct operating platform (and now parent) of Generation Esports, running officially sanctioned scholastic esports leagues for high schools and colleges in North America. Both serve the same K-12 and collegiate customer base with subscription-based esports competition.

TypeBroad incumbent
Description

ESL is one of the largest global esports tournament operators, running professional and amateur circuits across multiple game titles. It is comparable as a broader tournament infrastructure provider, though its primary focus is professional rather than scholastic esports.

TypeDirect peer
Description

NASEF operates scholastic esports leagues integrated with high school curricula and career pathways. It targets the same K-12 and educator segments with officially sanctioned competition, making it a directly comparable nonprofit competitor.

TypeOthers
Description

HyperX (under HP) has been a prominent sponsor and equipment provider to scholastic esports programs across North America. While not a direct platform competitor, it operates in the same ecosystem and partnership channels as Generation Esports.

TypeEmerging player
Description

Toornament is an esports tournament management platform used by organizers running amateur and scholastic competitions. It provides comparable tooling for bracket management and competition hosting to Generation Esports's platform.

TypeDirect peer
Description

Playfly College Esports was a leading collegiate esports platform that was acquired by PlayVS alongside Generation Esports in April 2025. PCL serves the same collegiate customer segment with officially sanctioned competition structures.

TypeEmerging player
Description

Mainline operates collegiate esports leagues and competitive infrastructure for North American universities. It targets the same college segment with formally sanctioned competition, partially overlapping Generation Esports's PCL offering.

TypeBroad incumbent
Description

Riot Games operates collegiate leagues for League of Legends and Valorant and has pushed into school-level competitions. As a publisher-run league operator, it competes with Generation Esports at the platform layer for game-specific scholastic ecosystems.

TypeBroad incumbent
Description

Activision Blizzard has sponsored and operated scholastic and collegiate leagues for Call of Duty and Overwatch, competing with Generation Esports for school-level engagement in those titles.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks5 records

Each record includes

Headline, Details, Source

Key highlights6 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers2 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment3 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile3 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

AI capability1 record

Each record includes

Type, Description, Source

AI maturity
App detail

Has app

Feature2 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles2 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

Subsidiaries1 record

Each record includes

Name, Acquired on, Relationship type, Type, Business focus

No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds4 records

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors8 records

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A2 records

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Generation Esports

Scholastic Esports Platformgenerationesports.com

Generation Esports operated a scholastic esports platform connecting K-12 schools, colleges, players, coaches, and educators through officially sanctioned leagues, complemented by a STEM.org-approved Gaming Concepts curriculum. Acquired by PlayVS in April 2025 to form North America's largest scholastic and collegiate esports network.

What Generation Esports does

Generation Esports was a Kansas City-based, privately-held scholastic esports company founded in 2012 that operated a platform connecting K-12 schools, middle schools, colleges, players, coaches, educators, and parents through officially sanctioned esports leagues. The company built three core product lines: the PlayVS Platform (the core scholastic esports competition platform serving high school, middle school, and college segments via app.playvs.com), Gaming Concepts (a STEM.org-approved vertically aligned gaming curriculum integrating esports with digital citizenship, college/career readiness, and mental wellness, distributed through the Microsoft Educator community with over 400,000 downloads in 40+ countries), and Wizard Labs AI technology (acquired in May 2022 to power automated gameplay clipping and streaming).

The company monetized through subscription-based platform services to schools and educational institutions, with officially sanctioned league status through partnerships with the NFHS Network and Special Olympics. Revenue mechanics were anchored on school/organization subscriptions, with distribution aided by social media presence across Facebook, Instagram, TikTok, Twitter/X, Twitch, and YouTube. In April 2025, Generation Esports was acquired by PlayVS alongside Playfly College Esports, forming North America's largest scholastic and collegiate esports network spanning 5,500+ K-12 schools and 900 colleges. At the time of acquisition, the company employed between 11 and 50 people and had raised approximately $30M in cumulative outside funding, including a $19M round in May 2022 led by Altos Ventures.

Generation Esports firmographics

Firmographics
Name
Generation Esports
Legal name
Generation Esports
Website
https://generationesports.com
Company type
Private
Founded year
2012
Operating status
Acquired
Headcount range
11–50 employees
Short description
Generation Esports operated a scholastic esports platform connecting K-12 schools, colleges, players, coaches, and educators through officially sanctioned leagues, complemented by a STEM.org-approved Gaming Concepts curriculum. Acquired by PlayVS in April 2025 to form North America's largest scholastic and collegiate esports network.
Ownership category
akta.pro rank

Generation Esports industry classification

Industry
Product category
Scholastic Esports Platform
NAICS
Sports and Recreation Instruction (61162), All Other Schools and Instruction (61169), Fitness and Recreational Sports Centers (71394)
SIC
Services-Membership Sports & Recreation Clubs (7997), Services-Educational Services (8200), Services-Miscellaneous Amusement & Recreation (7990)
akta.pro primary industry
Collegiate/Scholastic Esports Programs & Leagues (MPAFADAK)
akta.pro secondary industries
Esports & Competitive Gaming Programs (EDALAIAO), Collegiate Esports Leagues & Tournaments (MPAKANAG), Collegiate & Scholastic Esports Tournaments (MPAGANAE)

Keywords

  • Scholastic esports platform
  • Esports league software
  • Gaming curriculum K-12
  • Collegiate esports competitions
  • STEM gaming education

Where Generation Esports is headquartered

Location

Headquarters

HQ city
Kansas City
HQ country
United States
HQ region
North America

Markets served

Generation Esports business model

Business model
GTM type
B2B
Offering type
Software
Cost components
Technology or R&D, Personnel, Marketing or Sales, Operations

Revenue model

  1. Scholastic Esports Platform Services: Platform services for K-12 and college esports leagues, connecting schools with officially sanctioned competitions. Revenue generated through school/organization subscriptions to the platform.

Distribution channels2 records

Marketing channels2 records

Generation Esports product offering

Product offering

Core offering

Generation Esports operates a scholastic esports platform that connects K-12 schools, middle schools, colleges, players, coaches, educators, and parents through officially sanctioned competitive gaming leagues. The company also provides the Gaming Concepts STEM.org approved curriculum that integrates esports with digital citizenship, college and career readiness, and mental wellness, distributed through the Microsoft Educator community. Following its April 2025 acquisition by PlayVS, the platform unifies over 5,500 K-12 schools and 900 colleges under the PlayVS brand.

Product overview

Generation Esports operates as part of PlayVS, North America's leading scholastic esports platform. The portfolio consists of PlayVS Platform (the core esports competition platform for K-12 and college), Gaming Concepts (a STEM.org approved curriculum integrating esports with education and mental wellness), and the acquired Wizard Labs AI technology (enabling auto-clipping and streaming capabilities). The company serves over 5,500 K-12 schools and 900 colleges through officially sanctioned scholastic esports leagues, with partnerships including NFHS Network and Special Olympics.

Differentiator

Problem solved

Functional benefit

Brands

  • Gaming Concepts: Gold standard gaming curriculum for integrating video game play into schools, aligned with STEM education, digital citizenship, college and career readiness, and mental wellness. Downloaded over 400,000 times in 40+ countries through Microsoft Educator community.

Products and services

  • PlayVS Scholastic Esports Platform Scholastic esports league management platform that connects players, coaches, educators, and parents to run officially sanctioned competitive gaming leagues for K-12 schools and colleges. The platform serves as the core competition infrastructure for Generation Esports' network of educational institutions.
  • Gaming Concepts Curriculum STEM.org approved vertically aligned gaming curriculum that integrates esports with digital citizenship, college and career readiness, and mental wellness for K-12 schools. Distributed to educators through the Microsoft Educator community.

Quantifiable outcome

  • 400,000+ app downloads in 40+ countries
  • +1 more outcomes

Companies that use Generation Esports

Customer profile

Named customers2 records

Segments3 records

Ideal customer profiles3 records

Generation Esports technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

AI capability1 record

Feature2 records

Generation Esports partnerships and signals

Strategic signal

Partnerships

Four partnerships are on record, tiered core and flagship.

  • PlayVScoreOthers · 22 April 2025PlayVS acquired Generation Esports in April 2025, creating North America's largest scholastic and collegiate esports network. This acquisition unified Generation Esports with Playfly College Esports under PlayVS, connecting over 5,500 K-12 schools and 900 colleges.
  • NFHS NetworkflagshipStrategic or Co-development PartnerPlayVS is the official high school esports partner to the NFHS Network, providing officially sanctioned scholastic esports leagues recognized within the high school athletic ecosystem.
  • Special OlympicsflagshipStrategic or Co-development PartnerPlayVS is an official partner to the Special Olympics for state and regional organizations offering officially sanctioned scholastic esports leagues in the U.S. and Canada.
  • Microsoft Educator CommunitycoreChannel Partner/ Reseller/ DistributorGaming Concepts curriculum distributed through Microsoft Educator community, achieving over 400,000 downloads in 40+ countries.

Scale indicators4 records

Recent moves6 records

Expansion highlights5 records

Generation Esports competitors and assessment

Company assessment

Direct peers

  • Battlefy: Battlefy is a tournament management platform used by scholastic, collegiate, and amateur esports organizers. It overlaps with Generation Esports in enabling structured esports competition for schools and student communities.
  • PlayVS: PlayVS is the direct operating platform (and now parent) of Generation Esports, running officially sanctioned scholastic esports leagues for high schools and colleges in North America. Both serve the same K-12 and collegiate customer base with subscription-based esports competition.
  • NASEF (Network of Academic and Scholastic Esports Federations): NASEF operates scholastic esports leagues integrated with high school curricula and career pathways. It targets the same K-12 and educator segments with officially sanctioned competition, making it a directly comparable nonprofit competitor.
  • Playfly College Esports (PCL.gg): Playfly College Esports was a leading collegiate esports platform that was acquired by PlayVS alongside Generation Esports in April 2025. PCL serves the same collegiate customer segment with officially sanctioned competition structures.

Broad incumbents

  • ESL Gaming: ESL is one of the largest global esports tournament operators, running professional and amateur circuits across multiple game titles. It is comparable as a broader tournament infrastructure provider, though its primary focus is professional rather than scholastic esports.
  • Riot Games (Scholastic & Collegiate Programs): Riot Games operates collegiate leagues for League of Legends and Valorant and has pushed into school-level competitions. As a publisher-run league operator, it competes with Generation Esports at the platform layer for game-specific scholastic ecosystems.
  • Activision Blizzard (Call of Duty/Overwatch Scholastic Leagues): Activision Blizzard has sponsored and operated scholastic and collegiate leagues for Call of Duty and Overwatch, competing with Generation Esports for school-level engagement in those titles.

Others

  • HyperX (HP Gaming) Scholastic Partnerships: HyperX (under HP) has been a prominent sponsor and equipment provider to scholastic esports programs across North America. While not a direct platform competitor, it operates in the same ecosystem and partnership channels as Generation Esports.

Emerging players

  • Toornament: Toornament is an esports tournament management platform used by organizers running amateur and scholastic competitions. It provides comparable tooling for bracket management and competition hosting to Generation Esports's platform.
  • Mainline.gg: Mainline operates collegiate esports leagues and competitive infrastructure for North American universities. It targets the same college segment with formally sanctioned competition, partially overlapping Generation Esports's PCL offering.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks5 records

Key highlights6 records

Customer concentration

Generation Esports social profiles

Digital presence

Generation Esports financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Generation Esports leadership team

Management profile

Number of profiles

Profiles2 records

Generation Esports subsidiaries and ownership

Company hierarchy

Subsidiaries1 record

Generation Esports funding detail

Funding detail

Funding overview

Funding rounds4 records

Investors8 records

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

Generation Esports M&A and investment

M&A and investment

M&A2 records

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about Generation Esports

What does Generation Esports do?

Generation Esports operates a scholastic esports platform that connects K-12 schools, middle schools, colleges, players, coaches, educators, and parents through officially sanctioned competitive gaming leagues. The company also provides the Gaming Concepts STEM.org approved curriculum that integrates esports with digital citizenship, college and career readiness, and mental wellness, distributed through the Microsoft Educator community. Following its April 2025 acquisition by PlayVS, the platform unifies over 5,500 K-12 schools and 900 colleges under the PlayVS brand.

Is Generation Esports a public or private company?

Generation Esports is a private company. It is classified as corporate owned and is currently acquired.

When was Generation Esports founded?

Generation Esports was founded in 2012. It employs 11 to 50 people.

Where is Generation Esports based?

Generation Esports is headquartered in Kansas City, United States, in the North America region.

How does Generation Esports make money?

One revenue line is on record: scholastic Esports Platform Services.

Who are Generation Esports's main competitors?

Direct peers on record are Battlefy, PlayVS, NASEF (Network of Academic and Scholastic Esports Federations) and Playfly College Esports (PCL.gg). Broad incumbents are ESL Gaming, Riot Games (Scholastic & Collegiate Programs) and Activision Blizzard (Call of Duty/Overwatch Scholastic Leagues). HyperX (HP Gaming) Scholastic Partnerships is listed as an others. Emerging players are Toornament and Mainline.gg.

Does Generation Esports have an API?

No public API is recorded for Generation Esports.

What industry is Generation Esports in?

Generation Esports's product category is Scholastic Esports Platform. Its primary akta.pro industry code is MPAFADAK, Collegiate/Scholastic Esports Programs & Leagues, with a secondary code of EDALAIAO, Esports & Competitive Gaming Programs. Its NAICS code is 61162 and its SIC code is 7997.

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Live signals
YahooEsports Management Platforms Global Market Analysis Report 2026: $21.45+ Bn Opportunities, Trends, Competitive Landscape, Strategies, and Forecasts, 2020-2025, 2025-2030F, 2035FResearchAndMarkets.com released its Esports Management Platforms Global Market Report 2026, projecting the market to grow from $7.15 billion in 2025 to $21.46 billion by 2030, at a compound annual growth rate of 24.5%. Key growth drivers include cloud adoption, AI integration in tournament management, increased esports infrastructure investments, and rising demand for automated scheduling and performance tracking. Notable strategic moves include ESL FACEIT Group's launch of FACEIT Watch in February 2024 and PlayVS Inc.'s acquisition of Generation Esports Inc. and Playfly College Esports in April 2025.MiddlewareUnderstanding API Metrics and What to Monitor in an APIThis article provides a comprehensive guide on essential API metrics, detailing performance, reliability, security, and usage indicators that development and product teams should monitor to ensure system stability. It highlights the role of observability tools like Middleware in visualizing these metrics and improving operational efficiency. The piece includes a case study demonstrating how Generation Esports reduced monitoring costs by 75% and resolved issues faster after switching from Datadog to Middleware.PR NewswirePlayVS Acquires Generation Esports and Playfly College Esports, Forming North America's Largest Scholastic and Collegiate Esports NetworkPlayVS acquired Generation Esports and Playfly College Esports, uniting over 5,500 K-12 schools and 900 colleges into one platform. The move creates a unified scholastic and collegiate esports pathway from elementary through college. The company now offers the most comprehensive esports network in North America.GlobeNewswireGeneration Esports Launches Speedway: a First-of-its-Kind Racing Competition for Students and Military Members Utilizing the iRacing Motorsports Simulation PlatformGeneration Esports and iRacing launched Speedway, a racing simulation competition for students and military members, with three series: High School, NJCAA, and Military. Drivers are hand-selected from social media campaigns, and 50 participants per series will race over four weeks, with a final race on November 5th.GlobeNewswireGeneration Esports and Playfly Esports Lead the Expansion of Esports and Curriculum Opportunities for High School Students and SchoolsGeneration Esports and Playfly Esports announced a partnership to support Playfly's high school state associations, starting with Arizona, Washington, and Louisiana. The deal includes Gaming Concepts curriculum, which schools have reported improved GPAs and attendance increases up to 10%. Playfly also operates NACE Starleague, the largest collegiate esports league in North America.GlobeNewswireGeneration Esports Releases New Scholastic GamingGeneration Esports released a new scholastic gaming curriculum, Exploring Interactive Media and Esports Topics, a full-credit course for schools. The course includes embedded mental health content and is backed by a longitudinal study of over 700 students. Early results are being peer reviewed, with details expected later this summer.EsportsinsiderGeneration Esports secures $19m in fundingGeneration Esports (GenE) has secured $19 million in Series B funding led by Altos Ventures, bringing its total capital raised to nearly $30 million over the past 12 months. The company also acquired content creation platform Wizard Labs Inc., which aims to simplify the creation of game videos for its platforms. Generation Esports, which operates the High School Esports League and has over 200,000 registered users across 5,000 affiliate schools, plans to use the funding to expand its esports offerings through education, content, and competitions.StartlandnewsEsports startup closes $19M Series B, solidifying position as scholastic esports leaderGeneration Esports secured $19 million in Series B financing and acquired Wizard Labs Inc. to enhance its scholastic esports platform with AI-driven content tools. The company plans to utilize the funds, bringing its total capital raised to nearly $30 million, to expand its technology, competitions, and educational offerings for schools across the United States.GlobeNewswireGeneration Esports Solidifies Their Position as Scholastic Esports Leader by Closing an Additional $19 Million in its Series B, Including the Acquisition of AI-Based Technology Platform Wizard Labs InGeneration Esports closed an additional $19 million in Series B financing, led by Altos Ventures, and acquired AI-based platform Wizard Labs. The company will use the funds to expand its esports offerings, including technology, competitions, and education. The acquisition aims to help schools stream and auto-clip gameplay.Venture Capital Access OnlineGeneration Esports Solidifies Their Position as Scholastic Esports Leader by Closing an Additional $19 Million in its Series B, Including the Acquisition of AI-Based Technology Platform Wizard Labs InGeneration Esports announced the closing of an additional $19 million in its Series B financing, which includes the acquisition of AI-based technology platform Wizard Labs Inc. The funding round was led by Altos Ventures and joined by new investors including ClearVision Equity and El Cap Holdings. Generation Esports intends to use the capital to expand its scholastic esports offerings through technology, competitions, and educational content.