Photo by Joe Brady. For transparency: Esports News UK editor Dom Sacco used to work full-time for British Esports between September 2016 and February 2021, and currently does some freelance work for them, producing their weekly email newsletter
Three quarters of Gen Z individuals aged 16-27 say they would like to see esports integrated into school curricula.
That’s according to new study of 2,000 Gen Z’ers interested in the creative and entertainment industry, conducted by Censuswide and commissioned by Tencent Games, in collaboration with UK games bodies British Esports and Ukie.
64% are already engaged in esports-related academic activities. However, participation in esports within academic settings skews heavily toward men (76%) over women (55%), and those from lower socioeconomic backgrounds engage less (36%) than their wealthier counterparts (76%).
Just over 40% of respondents are considering video game related fields, with more than 20% specifically drawn to esports (22%).
Gen Z identifies teamwork (45%), strategic thinking (42%), and focus (40%) as essential skills for success in esports. Many are actively pursuing these competencies but need guidance in entering the industry.
Despite the UK’s esports sector being projected to reach £240.2m by 2029, according to Statista, significant barriers could stall industry growth, the report claims. 36% cited financial barriers, 33% identified unclear career pathways and 28% highlighted social stigma as key challenges to entering the sector, potentially hindering the industry’s ability to unlock its full potential.
Around 64% of those in London are far more likely to see esports as attainable, compared to 46% in the East Midlands.
Some 58% of respondents believe esports careers are more accessible than traditional fields like law or engineering.
Higher education is embracing esports, with 16 UK institutions currently offering 23 degree programmes, and 28 are expected to offer 39 courses next year, according to UCAS, such as the University of Chichester’s first-of-its-kind Psychology of Esports degree.
India ‘Alanis’ Browne, Rocket League player and student at the College of Esports, said: “Breaking into today’s esports industry is not easy. It requires talent, commitment, connections and a lot of luck. The industry would greatly benefit from a more structured and accessible system to support emerging talent.
“By building better career pathways, to help those dreaming of going pro or pursuing other career options in esports, will not just help players succeed, it will strengthen the entire esports ecosystem, from fans to players to organisations.”
Tencent, British Esports and Ukie call for ‘more strategic public-private partnerships to unlock esports’ full potential’
Sustainable growth for esports in the UK depends on fostering public-private partnerships and addressing the needs of those eager to enter the industry, particularly Gen Z, the report claims.
“This passionate generation of gamers is keen to develop their skills and explore opportunities across the sector. Recognising their expectations and potential is vital, as they represent the future workforce that will drive innovation and global growth for years to come,” the report wrote.
Tencent, British Esports and Ukie are calling for more strategic public-private partnerships to unlock the full potential of esports in three ways:
- “Fostering Collaboration: Encourage partnerships among video game publishers, industry associations, government and educational institutions to expand esports career opportunities and ensure long-term success.
- Developing a Talent Pipeline: Establish initiatives and provide accessible opportunities for training, development and mentorship to build a strong talent pipeline. This will help break down barriers and create a more sustainable and supportive ecosystem for aspiring professionals.
- Showcasing Diverse Opportunities: Highlight the wide range of career opportunities in esports beyond playing. Emphasise how esports education equips students with valuable, transferable skills for digital, creative and broader STEM careers.
“From stage to screen to stream, Gen Z is the first generation born into a world where esports careers are accessible from the very start of their working lives. Esports has evolved beyond a pastime—it’s now a gateway to professional opportunities and is redefining the entertainment industry,” said Stephane Decroix, VP, Tencent Games Europe.
“However, we’re at an inflection point. With the right initiatives and actions, esports can create meaningful value and significant job opportunities for economies and future generations. Collaboration across industry and government bodies is going to be key.
“Tencent is committed to the global growth of esports, creating innovative IP and fostering a vibrant community that connects players, fans and creators worldwide. Through strategic partnerships, the UK can become a global hub in esports, empowering a new generation to thrive in the entertainment industry. We are excited to play our part in making that a reality.”
Tom Dore, VP, the British Esports Federation, added: “Esports curricula in Secondary, Further and Higher Education, such as the Pearson Level 2 & Level 3 BTECs in Esports, are equipping young people with the skills needed for careers in esports, gaming and the wider digital, creative and STEM sectors.
“Support and recognition from video game publishers and industry stakeholders are crucial to driving sustainable growth, grassroots development and clear career pathways within the esports ecosystem.”
Tom Dore, British Esports
“We recently partnered with Tencent Games for a first-of-its-kind mobile esports tournament for Further Education colleges. Initiatives like these demonstrate the powerful impact of public-private collaboration. The UK needs more of these partnerships to fully unlock the potential of esports.”
Nick Poole, CEO of Ukie, commented: “Esports plays a key role in shaping the future of work and creativity, offering young people opportunities to develop skills and pursue careers at the intersection of technology, media and interactive entertainment. The UK is uniquely positioned for growth in this sector, with its strong track record of hosting major global tournaments and home to Europe’s largest community of student esports players.
“To build on this momentum, we must continue to invest in education, infrastructure and cross-industry collaboration. Initiatives like Ukie’s Digital Schoolhouse and the proposed Digital Creativity GCSE are essential for creating pathways for the next generation, ensuring the UK remains a global hub for digital innovation and empowering creative talent.”
TechUK has also been working to raise awareness of the need for a more sustainable esports industry. In TechUK’s recent gaming and esports report, the industry body for the tech sector emphasised the importance of a future gaming and esports strategy to establish long-term UK leadership and attract investment.
The report specifically highlighted technologies like AI, AR, and VR as key areas where the UK can excel, ‘helping to underpin the sector and position the UK as a global leader in the esports industry’.