The first step to considering the role of esports in education is a definition that works for schools and students: Esports are multiplayer, online video games played competitively as part of a team. Although some esports are console-based (e.g., Xbox or PlayStation), the majority of K-12 schools are using laptops and desktops in a computer lab or lab-like setting. As a result, most of the games and leagues discussed in this paper can be played on a Microsoft* Windows*-based PCs. This also allows schools to invest in equipment that can be used for other purposes, such as a computer lab during the day, and dictates what games can and cannot be played as part of the school’s team. For example, if Xbox or Nintendo Switch* is the only gaming console that will host a game, the school will likely not take part in the game. If the game is cross-console, however, it is eligible for PC play.