Truly inclusive teams
Gender, age and neuro-inclusivity in teams and competitions.
Structured esports isn’t just gaming. It’s teamwork, communication, problem-solving, and resilience — developed explicitly and tracked every term.
Learn how DAIGON structures game time so students build real skills safely — with transparent reporting back to you every term.
Read more →Preparing students for an AI-dominated futureEvidence-based benefits for your school — durable skills, inclusion, and termly progress reports you can share with parents.
Read more →of children say they play video games — esports meets them where they already are.
employers struggle to find graduates with essential durable skills.
in annual esports scholarships from 200+ universities in North America.
countries competed in COBIS x DAIGON championships — 90+ teams, 100+ schools, the world's biggest international school esports competition.
Helping students find their place to shine and belong — including the ones no other club reaches.
Gender, age and neuro-inclusivity in teams and competitions.
A place to explore your passion and meet like-minded students.
A chance to represent their school and develop belonging.
Tracked in every club session and competition, so growth shows term to term.
Awareness of the wider world and sustainability; playing an active role in the global community.
Complex problem solving, analytical thinking, systems analysis and creativity.
Digital responsibility, use of technology, programming and digital skills.
Social awareness, cooperation, negotiation, leadership and empathy.
Skills are measured through gameplay — not a survey. Teachers and parents get a termly report showing badge progress, skill development and participation, ready to share.
Illustrative profile. Levels unlock named badges.
Backed by independent academic evidence — and by the schools already running it.
Our esports team consisted of a diverse range of students — boys and girls, year 7 to 13, and most importantly, the vast majority had never represented the school in a competitive fixture before... friendships were being created and strengthened and the students' feelings of belonging, identity and their own importance as positive contributors were developed.
Video game play is positively correlated with well-being.
For adolescents, online gameplay is one of their playing cultures, and it becomes the most crucial space where they make friends and experience peer attachment.
Both Queen Ethelburga's teams reached the final at the first School Esports World Championships, and both came second. Their coach picks players for character, not skill. This year they want gold in both.
Read more →School LeadershipLycée International de Londres won the first Rocket League world title in Malta. Every champion has since graduated. Coach Arthur Bourillon is starting again from scratch, in two languages, for SEWC 2026.
Read more →School LeadershipScarisbrick Hall lost its SEWC 2025 semifinal in extra time and took bronze. The coach had never played Minecraft or Rocket League. A year on, the same core team is going back to Malta to reach the final.
Read more →The global video games market is worth $333bn — bigger than Hollywood, music and video ads combined. Careers span game development, broadcast, engineering, marketing, education and more. 200+ universities in North America now offer esports scholarships, with Oxford, Cambridge, UCL, LSE and King's all running esports societies in the UK.




“The moment I launched DAIGON's club, I had 20 kids fully engaged and a waiting list of 40 or 50 more. I saw remarkable improvements in communication, teamwork, and engagement.”
Book a call and see how a club, a cup or a curriculum track would run at your school.