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PRINTER'S NO. 3060
THE GENERAL ASSEMBLY OF PENNSYLVANIA
HOUSE RESOLUTION
No.
647
Session of
2019
INTRODUCED BY BIZZARRO, HENNESSEY, SCHLOSSBERG, BURNS, MURT,
HILL-EVANS, KOSIEROWSKI, READSHAW, SONNEY, NEILSON,
YOUNGBLOOD, KORTZ AND MILLARD, DECEMBER 18, 2019
REFERRED TO COMMITTEE ON COMMERCE, DECEMBER 18, 2019
A RESOLUTION
Designating the month of February 2020 as "Esports Month" in
Pennsylvania.
WHEREAS, Electronic sports or competitive video gaming, known
as esports, is the fastest growing spectator sport in the world,
with a total global audience of 395 million people in 2018; and
WHEREAS, Estimates of esports viewership for 2019 and 2022
are projected to be nearly 454 million and 644 million people
respectively; and
WHEREAS, The growth of esports over the last few years has
been significant, with global revenues from esports reaching
$865 million in 2018 and a projected $1.8 billion by the end of
2022; and
WHEREAS, Nearly 60% of esports revenues come from advertising
and paid sponsorships for teams or individual players; and
WHEREAS, Professional esports leagues and tournaments provide
legitimate competition for viewers of traditional sports, as the
2018 League of Legends World Championship drew nearly 100
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million viewers compared to the 2018 Super Bowl that reported
just over 103 million viewers; and
WHEREAS, According to the Pennsylvania Esports Coalition (PA
ESC), esports fosters leadership, communication skills,
confidence and a sense of community and teamwork; and
WHEREAS, The benefits of esports are wide and diverse,
including the improvement of visual acuity and attention,
increasing problem solving skills, fostering scientific
reasoning, accelerating language learning and technological
fluency and increasing interest in STEM subject areas such as
website creation, streaming, analytics and digital design; and
WHEREAS, The PA ESC reports that across this Commonwealth
esports is connecting the remarkable economic benefits of this
global sport to Pennsylvania's economic future through
successful professional franchises and athletes, technological
innovation and development and emerging varsity esports programs
at colleges and universities, which are boosting enrollment and
recruitment prospects; and
WHEREAS, According to the National Association of Collegiate
Esports (NACE), there are more than 170 NACE member schools in
the country, with more than 5,000 student athletes and nearly
$16 million in esports scholarships and aid currently offered;
and
WHEREAS, There are a growing number of colleges and
universities in this Commonwealth offering esports programs,
including Edinboro University and Harrisburg University of
Science and Technology; and
WHEREAS, Harrisburg University's esports team The Storm won
the first ESPN Overwatch National Championship in May 2019 after
a 33-0 undefeated season; and
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WHEREAS, Esports offers gamers with disabilities the
opportunity to participate competitively in a way that they may
not otherwise be able to do with traditional sports; and
WHEREAS, Gamers with conditions like scoliosis,
arthrogryposis and spinal muscular atrophy have gone on to
compete nationally in tournaments and earn sponsorships; and
WHEREAS, The commitment to esports on the professional,
collegiate, high school and amateur levels shows that the
esports phenomenon is not simply a trend but has the potential
to provide the same sustainable economic growth as traditional
sports programs; and
WHEREAS, With access to scholarships and other financial
incentives to attend college, high school esports programs are
beginning to grow in communities across this Commonwealth,
offering opportunities to expand science, technology,
engineering, arts and mathematics education; therefore be it
RESOLVED, That the House of Representatives designate the
month of February 2020 as "Esports Month" in Pennsylvania; and
be it further
RESOLVED, That the House of Representatives recognize the
potential of esports and the importance of this growing industry
to this Commonwealth; and be it further
RESOLVED, That the House of Representatives urge educators,
businesspeople, legislators and other individuals in this
Commonwealth to work together to increase awareness of the value
of esports, which will serve to build a workforce of qualified
individuals, maintain our commitment as innovators and stimulate
the economy through emerging technologies.
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