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  • Ross Anderson, Brian Nguyen, Adam Nguyen and Kha Bui, from...

    Ross Anderson, Brian Nguyen, Adam Nguyen and Kha Bui, from left, plan their team strategy before starting a game at eSports Arena in Santa Ana.

  • Two teams of five players go head to head in...

    Two teams of five players go head to head in a video game at eSports Arena in Santa Ana. The 15,000 square foot facility is the first dedicated eSports facility in North America.

  • Jared Stovell of San Diego gets into character as he...

    Jared Stovell of San Diego gets into character as he gets ready to play a video game at eSports Arena in Santa Ana.

  • Hands tap the keys and move the mouse as players...

    Hands tap the keys and move the mouse as players compete in a video game at the 15,000-square-foot eSports Arena in Santa Ana.

  • Brian Nguyen, left, talks with teammate Kha Bui as they...

    Brian Nguyen, left, talks with teammate Kha Bui as they play a video game at eSports Arena in Santa Ana.

  • Michael Smith of San Diego tries his hand at driving...

    Michael Smith of San Diego tries his hand at driving a race car video game at eSports Arena in Santa Ana.

  • Adam Nguyen of Garden Grove, right, concentrates as he plays...

    Adam Nguyen of Garden Grove, right, concentrates as he plays a video game with teammates at eSports Arena in Santa Ana.

  • A Pumba stuffed animal brings good luck to video game...

    A Pumba stuffed animal brings good luck to video game players including Chris Stovell of San Diego, second from right, at eSports Arena in Santa Ana.

  • Video game players compete at eSports Arena in Santa Ana...

    Video game players compete at eSports Arena in Santa Ana as a live video feed of an international video game competition is projected onto a giant screen.

  • Video game enthusiasts compete against one another at eSports Arena...

    Video game enthusiasts compete against one another at eSports Arena in Santa Ana.

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Jenelyn Russo

When it comes to video games and kids, there’s no shortage of opinions on the positive and negative effects of digital play, as well as tips for negotiating screen time with your tweens and teens.

But what if your high-schooler could turn those hours of playing video games into the chance for a college scholarship?

Robert Morris University in Chicago made headlines in 2014 as the first institution to announce that it would incorporate electronic sports (or eSports, a term for organized video game competition) into its varsity athletics program, offering scholarships that cover 50 percent of tuition and fifty percent of room and board costs to top players of the popular video game “League of Legends.”

Earlier this year, a second college, University of Pikeville in Kentucky, announced similar intentions with a scholarship program for qualified gamers. The student athletes are required to maintain a certain GPA and work with coaches, attend practices and prepare for facing opponents, similar to traditional varsity sports on campus.

This development is a reflection of the global trend of eSports, in which a game like “League of Legends,” a five-on-five competitive, free-to-play video game with in-game purchases, has more than 67 million players worldwide each month.

Additionally, the creator of “League of Legends,” Santa Monica-based Riot Games, hosts an annual League of Legends World Championship, during which the best players compete for the Summoner’s Cup and a $1 million grand prize. Staples Center in Los Angeles hosted this international phenomenon in October 2013 – 13,000 tickets sold in less than one hour. Costumed fans shaking thundersticks cheered as a Korean team defeated a Chinese team for the title, while more than 32 million people watched the event online.

And these big-viewer, big-money events are not limited to just “League of Legends.” Seattle’s KeyArena hosted The International Dota 2 Championships for the video game “Dota 2.” The prize pool for the Aug. 3-8 event was $18 million, making it the largest eSports prize pool to date for a single tournament.

More than a juvenile hobby, this trend is exploding with no signs of slowing down, and it is believed to be on track to become the most popular sport of the 21st century.

“In 10 to 15 years, eSports is only going to see more growth,” said Paul Ward, CEO and co-founder of eSports Arena in Santa Ana.

Ward said that with the emergence of online streaming platforms such as Twitch.tv (which was acquired by Amazon in 2014 for $970 million), the games are brought to a wider audience, and the viewership numbers are attracting advertisers.

“The eSports games primarily target the 18-34 male demographic, and the rise in popularity in recent years, along with the online streaming, is causing brands to become aware,” said Ward.

This brand awareness can be seen in the success of events such as the League of Legends Championship Series, which has major sponsorships from big names such as Coca-Cola and American Express.

Ward, 27, has taken his own love for video games and turned it into a business venture with eSports Arena, a 15,000-square-foot facility in downtown Santa Ana that hosts events such as daily video game competitions and weekend tournaments and viewing parties (eSportsarena.com).

“This isn’t just a space to play video games,” said Ward, “but a whole gaming experience for those locally.” The space can support about 1,000 people, and the arena will partner with Twitch.tv for the broadcast of digital gaming content.

Orange County has its own history of successful eSports events. Major League Gaming hosted the 2014 MLG Championship at the Anaheim Convention Center with a record-breaking 21,000 in attendance. Competitors battled in games including “League of Legends” and “Call of Duty: Black Ops II.”

But even with the rise in popularity and the chance for college scholarships, are eSports considered a “real” sport? Ward doesn’t find many in the industry making that comparison.

“I don’t think eSports and traditional sports are mutually exclusive,” said Ward. “(Video gaming) is its own form of competition.”

For those who question the legitimacy of this trend, the U.S. government now recognizes eSports players as athletes, granting visas for international players to enter the country for tournaments. The popularity of some eSports athletes is equivalent to that of the most popular athletes in traditional pro sports, with huge fan bases and strong social media followings. And while the earnings of eSports athletes may not be on par with those in traditional sports, some of the top players have earned more than $1 million in prize money.

It’s likely that only a few high-level players have a chance to earn money from eSports, so can a sedentary activity really take the place of traditional youth sports? Ward says there is room for both and sees a valuable skill set for those who play the games.

“ESports can be great for learning to be analytical, developing teamwork, communication and good decision making,” he said.

As the lines between traditional and eSports become more blurred, will the result be a generation of kids who forego Little League for “League of Legends”?

We’ll have to wait and see how it plays out.