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    You are at:Home»Lifestyle»Esports Association combines gaming and charity in 24-hour event
    Lifestyle

    Esports Association combines gaming and charity in 24-hour event

    By Jisu ChoiDecember 2, 20182 Mins Read
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    The LU Esports Association held the Gaming for Good event on Saturday, Dec.1, 2018, in the EWFM Computing Center. The event is a worldwide charity event where gamers play on Livestream and receive donations from viewers. (Ada Tao/B&W Staff)

    The LU Esports Association held its second 24-hour Gaming for Good event in the EWFM Computing Center on Saturday, Dec. 1. 

    Ethan Kwan, ’19, the president of the student-run gaming club, thought the worldwide charity event, in which gamers play on livestreams and receive donations from viewers, was a good way to raise money for a cause while also having fun.

    “It’s more about giving back to the community than anything,” he said.

    All donations go to Extra Life, an organization created by gamers to support Children’s Miracle Network hospitals, according to its website. 

    Kwan said the funds raised by the event went directly to the Children’s Hospital of Philadelphia.

    Bruce Taggart, the vice provost for Library and Technology Services, wanted to sponsor the event because it invited an inclusive community to the computing center. LTS supported the cause by giving the Esports Association access to the computing center and providing pizza.

    “The kids who come here are in various disciplines, so it’s interesting to talk to them,” Taggart said. “It’s an interesting cross-section of Lehigh, without a doubt.”

    Taggart liked that the event lured in students who were interested in video games for a good cause.

    From board games like “Settlers of Catan” to system games like “Mario Party,” the Esports Association made sure to cater to a wide audience. After reflecting on the Esports Association’s first Gaming for Good event, Vice President Michael Boyko, ‘20, wanted to ensure there was a less rigid online-streaming schedule this year. 

    “(Last year) we planned out games that we wanted to stream, and we found it was a little too artificial,” he said.

    This year, Boyko said the objective was to have participants playing games for the entirety of the event. Providing a fluid, unstructured platform for participants of all different gaming levels was also a goal.

    With over 70 attendees last semester, the Esports Association expected a large turnout for the event. Approximately 55 students attended this year and the group intends to host a Gaming for Good event each semester.

    “With finals coming up, there are people out there who use video games to blow off some steam and decompress,” Kwan said.

    4 minute read feature student and campus life

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