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Launching eSport Intercollegiate Competitions in Zimbabwe: Opportunities and Challenges

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  • Gondo Thembelihle

    (Zimbabwe Open University, Zimbabwe)

Abstract

The rapid growth of the global eSport industry presents a unique opportunity for Zimbabwe to promote STEM education, enhance digital literacy, and foster social interaction among students through the introduction of eSport intercollegiate competitions. This study examined the feasibility of launching eSport competitions in Zimbabwe’s educational institutions, highlighting both opportunities and challenges. This research revealed that eSport competitions can provide a platform for students to develop valuable skills, such as teamwork, communication, and problem-solving, while also promoting digital literacy and STEM education. However, the study also identified significant challenges that need to be addressed, including high data costs, limited internet infrastructure, and lack of government support. These challenges pose a major obstacle to the growth and development of eSport in Zimbabwe and must be overcome to create a sustainable and thriving eSport ecosystem. Despite these challenges, one can believe that eSport intercollegiate competitions have the potential to make a positive impact on Zimbabwe’s educational sector and contribute to the country’s economic development. This study provides insights into the opportunities and challenges of introducing eSport intercollegiate competitions in Zimbabwe and offers recommendations for stakeholders seeking to promote the growth of eSport in the country. By leveraging the potential of eSport, Zimbabwe can create a new generation of digitally literate and tech-savvy students and position itself as a hub for innovation and entrepreneurship in the region.

Suggested Citation

  • Gondo Thembelihle, 2025. "Launching eSport Intercollegiate Competitions in Zimbabwe: Opportunities and Challenges," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(9), pages 3673-3679, September.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-9:p:3673-3679
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    1. Hamari, Juho & Koivisto, Jonna, 2015. "Why do people use gamification services?," International Journal of Information Management, Elsevier, vol. 35(4), pages 419-431.
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