
EliteGamingLIVE
EliteGamingLive LLC (EGL) is the first STEM platform that focuses on technological education and the competition of interscolar and competitive video games.
Date | Investors | Amount | Round |
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- | investor investor | €0.0 | round |
investor | €0.0 | round | |
N/A | €0.0 | round | |
investor investor investor | €0.0 | round | |
* | N/A | $720k | Debt |
Total Funding | 000k |
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EliteGamingLIVE (EGL) operates at the intersection of competitive gaming and K-12 education, leveraging esports to foster interest and proficiency in Science, Technology, Engineering, and Mathematics (STEM).
Founded in 2014 by CEO Kerwin Rent, the Baltimore-based company was born from the insight that the immense passion for video games among young people could be channeled into constructive educational pathways. Rent's vision was to create a platform that not only provides the thrill of team-based esports competitions but also illuminates the connection between gaming and high-demand STEM careers. The company has been venture-backed, raising $4.14M to date from investors including the American Family Insurance Institute, the TELUS Pollinator Fund for Good, and RareBreed Ventures.
EGL's business model targets both educational institutions (schools, youth organizations) and parents directly. The company offers a comprehensive platform that includes organized esports leagues and a proprietary online learning curriculum called EGL Academy. Students in grades 3-12 can compete in popular, console-based games like Rocket League and Super Smash Bros. Crucially, advancement in the league isn't based solely on gaming skill; players also earn points by completing educational modules on the EGL Academy platform. This integrated incentive system has resulted in a high curriculum completion rate, with over 70% of players finishing the entire STEM program.
The curriculum introduces students to career fields such as game development, audio engineering, cloud computing, and AI. This approach aims to make STEM learning more engaging and relevant, with partner organizations reporting positive outcomes like improved grades, attendance, and social-emotional skills among participants. By focusing on less expensive console gaming, EGL makes its program more accessible to schools in various demographic and income levels, directly addressing educational equity gaps.
Keywords: EdTech, esports in education, K-12 STEM, gamified learning, student engagement platform, after-school programs, digital literacy, educational gaming, social-emotional learning, career readiness, STEM curriculum, interscholastic esports, youth organizations, console gaming league, learning and development, student competition, online learning platform, venture-backed, education technology, Baltimore startup