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Planning for Higher Education Journal

Published
February 22, 2022

Getting in the eGame

Esports Streaming Gives the University of Kentucky a New Way to Grow Revenue and Recruit Students

The University of Kentucky understood the importance of technology in preparing students for the digital world. With public-private partnerships, it sought opportunities to be an industry leader in leveraging that capacity for its students, faculty, staff, and the community.

From Volume 50 Number 2 | January–March 2022

Abstract: The University of Kentucky (UK) and the University of Kentucky Esports Club worked together to establish the University of Kentucky Esports Lounge. Students were surveyed on their gaming needs, and the resulting wish list (i.e., equipment selection, space configuration, furniture, etc.) fed into the decision-making process by all constituents. The project budget was derived by a larger construction project at the University that focused on student recruitment, community, and connection to the non-student demographic. The UK team ultimately planned and launched the custom facility to meet users’ particular needs—while finding a way for the University to produce an additional revenue stream.

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