Why Recreational Esports Kept Students Connected During COVID

How Recreational Esports Can Rebuild College Social Life During the Pandemic

The college experience has changed dramatically for millions of students attending classes during the COVID-19 pandemic. According to reporting by the Chronicle of Higher Education, fewer than 4% of institutions have been offering fully in-person instruction since the pandemic began. Many campuses have replaced or supplemented traditional classrooms with remote lectures and online activities, and administrators warn that plans can shift quickly in response to new outbreaks. As a result, students face a campus life that looks very different from past years.

Beyond classes, staples of American college life—sports, Greek life, residence hall interactions and in-person clubs—have been disrupted. With social-distancing recommendations from public-health authorities and limits on gathering sizes and facility capacity in many states, students have fewer opportunities for spontaneous, face-to-face connection. That reduction in informal interaction makes it harder to develop collaboration, active listening, leadership and other interpersonal skills that college environments typically encourage.

A New Social Landscape

For many, college is a pivotal period for personal growth and the formation of long-lasting friendships and professional networks. Diverse campuses offer exposure to different perspectives and ideas, and peer relationships formed during these years often translate into future career contacts. The pandemic, however, has constrained how students engage with peers and faculty, and it has limited access to the kinds of group activities that foster strong social bonds.

Recreational esports—organized, casual gaming communities and leagues—can help fill that gap. Online gaming encourages teamwork, communication, and strategic thinking, creating a safe way for students to develop social skills while remaining physically distant. Many multiplayer games include voice and text chat, allowing digital-native generations like Millennials and Gen Z to form meaningful connections through screens. For students who already socialize online, esports can replicate important elements of campus life: regular schedules, shared goals, and routine social interaction.

Video gaming has grown from a niche pastime into a mainstream form of entertainment. Pew Research Center data shows that a large share of young adults play video games—roughly 72% of men and about half of women aged 18 to 29. Other studies have noted that around 70% of college students play video games. Streaming platforms and gaming personalities have further elevated gaming’s social reach, attracting millions of viewers and creating new shared cultural touchpoints among young adults.

For educators and college administrators seeking to restore social connection in the virtual environment, recreational esports represents a practical and familiar option. Online gaming communities centered on specific titles or genres bring people together across physical distance through shared interests. Within those communities, students can find belonging, mentorship, and long-term friendships that support both personal well-being and professional networking.

Promoting Recreational Esports on Campus

Colleges and universities looking for pandemic-friendly club options should consider launching or expanding recreational esports programming. With a large portion of students already engaged in gaming, educators can meet students where they are by creating structured opportunities to play, communicate, and collaborate online. Organizers should set a regular schedule for events and maintain one centralized, easy-to-find online hub where students can connect, share information, and join leagues or casual play sessions.

Many schools have already seen positive results. For example, the esports club at Rutgers University established a Discord server with more than 2,800 members who meet weekly to talk and play. Other organizations have partnered with virtual-league providers to deliver summer or after-school programming; in one example, a platform ran recreational esports leagues for campers who could not meet in person, and proceeds supported youth mental-health services.

Although interaction is virtual, these gaming environments can foster a strong sense of community for returning students and incoming freshmen alike. For students who lost the informal, daily opportunities to build rapport on campus, regular online events offer a predictable rhythm of connection. Colleges can create different servers or league brackets to support multiple game communities and accommodate varied preferences and skill levels.

When institutions intentionally provide spaces for social gaming—backed by clear moderation and inclusive policies—recreational esports can become a cornerstone of student life during the pandemic. Offering these options helps preserve the social and developmental benefits of college, giving students entertainment, companionship and opportunities to build teamwork skills despite physical distancing.


Author’s Bio

Austin Smith is the co-founder and CEO of Mission Control, a platform focused on building and growing community through recreational esports. He is an economist and entrepreneur with interests in urban policy, social entrepreneurship, and esports and sports technology.