ASEL Competition

In 2020 the Competition is changing to the Queensland High Schools Esports League

Why we take this seriously ...

We are targeting a large at risk group and teaching online practical skills and safety. 

  • Focus is on education and personal development
  • Harm minimisation engaging children to develop online skills
  • Developing students self-regulation, social skills, confidence and leadership capabilities
  • Promoting expected behaviours of leaders and those in the online space
  • Revealing pathways to higher education in ICT, business, design and innovation, media communication and psychology
  • Linking our students to new $4 Billion esport industry
  • Age appropriate and school community building

The eSafety Commissioner’s Office State of Play release 2018 research from an Australian Youth Participation Survey revealed: 

  • 1 in 2 (approximately) youth aged between 8-17 years had played esports title.
  • 6 out of 10 youth aged between 8-17 years played online multiplayer games.
  • 17% of multiplayer gamers have experienced in-game bullying

 

We are linking our programs with digital leadership to inspire the next generation of entrepreneurs and digital achievers

Figure 3: Participation in the esports phenomena eSafety Commissioner: State of Play 2018 

What our eSports is…

Competitive: You are there to win but winning isn’t everything.

Promoting Team Work: This is essential to overcome obstacles and challenges from the other teams in the league.

Focusing On Strategy:  Pre game prep, in game reactions and post-game break down. Do you know the other teams strategies? 

An Equal Opportunity Community:  Inclusive for everyone.

Exhibiting Respect: Participants follow the golden rule by treating others how they want to be treated online and offline.

Promoting Critical Reasoning:  Quick thinking trying to be one step ahead of your opponents with fast paced coordination with your team to deal with in game problems as they arise.

Exhibiting Resilience:  exhibiting grace and getting back up from personal defeat as well as in team defeat.

Responsible: Owning your own actions not just the successes but also failures.

Teams Are Upstanders: Helping your team mates online as well as offline and being an ambassador (positive role model) for others. 

 

What our eSports is not… 

  • Playing on devices isolated in your room 
  • Unbalanced screen time with real life
  • Lone wolf game play
  • Game addiction over real world commitments
  • Not attending to real life needs
  • Game rage on others while playing online
  • Rude and inappropriate comments online and offline
  • Rude and inappropriate social media posts
  • Biased and exclusive  
  • Focused on aggression and the negative.