Pace University Celebrates First Dedicated eSports Space
Pace University on Monday unveiled its first dedicated gaming arena in celebration of the Athletic Department’s newest and 15th varsity sport – Esports.
The announcement comes as Pace University’s Esports program enters its second official season after a successful inaugural year in spring 2022. There are more than 500 members across both campuses that are a part of Pace’s gaming community, including players on its Varsity, Academy, Club and Intramural teams. The arena was made possible with support from Burt and Hedda Hurvich.
“I am extremely excited to welcome our gamers to this amazing new Esports Center,” said Pace Director of Athletics Mark Brown. “The incredible generosity of the Hurvich family creates a space that allows all gamers to be a part of a formal team in a common space. This space will ensure all gamers can participate and play a significant role in our robust gaming community.”
The goal is for competitive and casual gamers is to be able to connect with like-minded peers in online and offline settings. In its relatively short existence, Pace has enjoyed success. For example, Pace Esports’ Smash Gold 2 team won the ECAC Open Division Grand Finals earlier this year, finishing in first place out of 76 teams in their division. Additionally, Pace Esports’ All-Women’s VALORANT Blue Team (“Pace Blue”) recently placed third in the first-ever VENOM LAN event in Columbus, Ohio.
“Last year we launched Pace’s Esports program to meet a rapidly growing demand and give our students the chance to build important skills like teamwork, strategy, and discipline,” said Pace President Marvin Krislov. “I’m very happy that thanks to the generosity of Burt and Hedda Hurvich, we’re now able to open this campus Esports Center to serve our students and this program.”
Joining the president, athletics director, the Hurvich family, and staff were scores of gamers, student-athletes, and members of the Pace Esports team.
“It’s a great space,” said Director of Esports Jesse Bodony. “We are hopeful that it takes things forward for Pace and the institution. It’s a step forward for the students and all the gamers who historically haven’t gotten the chance to be a part of something. So, for our competitive and causal gamers, this is something that moves the needle in a big way.”