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PlayVS provides a free platform for high schools in the U.S. and Canada to run esports competitions across games like League of Legends, Super Smash Bros. Ultimate, and Mario Kart 8 Deluxe, with the platform handling scheduling, matchmaking, and record-keeping. The product is designed to be easy for schools to use so students can compete and develop skills such as discipline, communication, and teamwork. It differentiates itself by offering a no-cost-to-schools setup and a clear pathway to college through scholarships and partnerships, with over $1 million in scholarships and prizes and collaborations to help students secure esports funding. The company aims to grow the high school esports ecosystem, improve student outcomes, and build a pipeline that leads talented players to college-level opportunities.
Industries
Enterprise Software
Education
Gaming
Company Size
51-200
Company Stage
Series C
Total Funding
$106.5M
Headquarters
Los Angeles, California
Founded
2018
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Total Funding
$106.5M
Below
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Funded Over
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Flexible Work Hours
Scholastic esports firm PlayVS recapitalizes and names new exec team | updated with Q&A. Become a member of GB MAX to gain exclusive access to the industry and to the most influential global B2B leadership community in the business of gaming, entertainment, and tech. Join now and also get a VIP ticket to GamesBeat Next (Nov 2-3, SF). Earlier this year, PlayVS, the leading scholastic and collegiate gaming platform, ran into operational and financial challenges that required the company to act quickly. GB Live at Gamescom In response, PlayVS substantially reduced its costs, streamlined its operations, and pursued new financing to stabilize the business. PlayVS said today that, as of last week, the company is now reorganized, fully financed, and ready to serve students, coaches, and schools for the long term. With this financing, PlayVS will continue to invest responsibly in its platform, curriculum, partnerships, and competitions for middle school through college. As part of the reorganization, PlayVS has announced a newly formed leadership team with Jonathan Boswell assuming the role of CEO, Juanita Russell as CFO, and Charles O'Donnell as Chief Revenue Officer. Former CEO Jon Chapman has left the company. The new leadership team is focused on building a sustainable platform for the community. In order to provide the reliable technology, league operations, and customer support schools expect, the no-cost model was simply not sustainable, which is why PlayVS has now restored competition fees to its scholastic programs. The company is also working closely with state associations and has refocused on the core competitive experience where it provides the most value. Ultimately, these shifts provide for the long-term future of PlayVS so it can create amazing competitions for students and schools for years to come. PlayVS new leadership team. Fully committed to building a durable future for the company, this group has the complementary strengths needed to guide PlayVS into its next stage. The new leadership team brings deep experience across technology, education, finance, operations, partnerships, and revenue growth along with a shared understanding of the communities PlayVS serves. | Boswell steps into the CEO role after nearly seven years at PlayVS, most recently serving as Chief Technology Officer since January 2025 and previously leading the company's engineering, product, and operations organizations. He is a proven technology leader with 23 years of experience and three successful exits as an executive. Before PlayVS, Boswell served as CTO of education technology company ArborBridge, where he designed and built its global online SAT and ACT tutoring platform and oversaw the acquisition of College Planner Pro. ArborBridge was later acquired in 2021. Juanita Russell, Chief Financial Officer Russell, who joined PlayVS as CFO in January 2026, will continue overseeing accounting, financial operations, treasury management, and investor relations. She brings more than 25 years of financial and operational experience building the infrastructure needed to support growth, scale, and long-term value creation. Before joining PlayVS, Russell served as CFO of Common Securitization Solutions, a joint venture between Fannie Mae and Freddie Mac, and as CFO of MERSCORP Holdings, where she led the company's financial strategy through its acquisition by Intercontinental Exchange. | Charles O'Donnell, Chief Revenue Officer O'Donnell has been appointed Chief Revenue Officer after most recently serving as Head of Partnerships at PlayVS. He joined the company in April 2025 through the acquisition of Playfly Sports' esports division, where he had led the esports business since 2020. At PlayVS, O'Donnell has helped lead collegiate esports strategy, operations, and partnerships, including a complete refresh of the collegiate brand and the implementation of scalable systems supporting revenue growth and efficiency. His earlier leadership experience spans sports, entertainment, and technology, including roles with Fanalytical, Georgia Tech Athletics, the Philadelphia Flyers, and APA Talent and Literary Agency. Looking ahead, the goal is to evolve PlayVS beyond just a competition platform. PlayVS wants to use gaming as a tool to empower students throughout their entire education journey. By connecting the competitions they love with curriculum, college opportunities, and career readiness, the company can help students translate their passion for gaming into lasting, real-world skills and future pathways. PlayVS recognizes that navigating the recent changes has required a lot of flexibility from the community and its programs. The company truly appreciates the work put in every day to support scholastic esports. The focus now is entirely on the road ahead and delivering the reliable experience that students and schools deserve. Q&A with Boswell. I submitted a set of questions to Boswell. Here's the answers: GamesBeat: Why was the former CEO removed, or why did he leave? PlayVS: With the strategic shift in the business, the Board believed in appointing new leadership and worked with Jon Chapman in the transition. GamesBeat: Is it going to be a challenge to get the team and customers to believe in a new management team? How can you achieve that? PlayVS: Jonathan Boswell, Juanita Russell, and Charles O'Donnell have the full support of its Board, staff, and partners to lead PlayVS into its next chapter. This leadership team combines fresh strategic vision with deep institutional continuity. Jonathan has been with PlayVS for nearly seven years, and Charles has led its partnerships and collegiate operations for over five years. That established foundation of trust is why GamesBeat has retained 96% of its State Association partnerships through this transition. GamesBeat: Was there an amount involved in the recapitalization that you can share? Does the company have enough money? PlayVS: Transaction terms are not being disclosed publicly. Yes, the company has enough resources to operate a durable business and continue to develop new products to support schools and students. GamesBeat: How many employees are there? PlayVS: As of today, PlayVS has 22 full time employees. GamesBeat: What will be different about the strategy? PlayVS: GamesBeat value its sponsorship relationships, however GamesBeat will no longer be pursuing the model of third party sponsorships as the primary source of revenue to fund scholastic competitions. GamesBeat believe in providing an incredibly valuable platform at a fair price to its customers, similar to how all other scholastic sports and arts programs are run. This correctly aligns its focus and creates a durable long term business. Additionally, with standards aligned curriculum for all 50 states, a realtime Recruit match making product that connects students to colleges, and tools for coaching and professional development, PlayVS will be looking to support the player pathway and empower learning and growth well beyond just esports. GamesBeat has the products and insights to turn kids' favorite activity - video games - into improved attendance, better grades, a stronger in-person community and ultimately career advancement. GamesBeat love esports and strategically believe that is just the beginning. GamesBeat: One more. you call it a gaming platform. isn't it more accurate to say it's an esports platform? If not, how is the company changing? PlayVS: See above answer.
A community update on the state of PlayVS. In this news: To Its Community, Earlier this year, PlayVS encountered significant operational and financial challenges that required the company to act quickly. In response, PlayVS substantially reduced its costs, streamlined its operations, and pursued new financing to stabilize the business. playvs, Inc. is happy to announce that as of last week PlayVS is now reorganized, fully financed, and ready to serve its students, coaches and schools for the long term. With this financing playvs, Inc. will continue to invest responsibly in its platform, curriculum, partnerships, and competitions for middle school through college. As part of its reorganization playvs, Inc. is excited to announce a newly formed leadership team with Jonathan Boswell assuming the role of Chief Executive Officer, Juanita Russell as Chief Financial Officer, and Charles O'Donnell as Chief Revenue Officer. The new leadership team is focused on building a sustainable platform for its community. In order to provide the reliable technology, league operations, and customer support you expect, the no-cost model simply was not sustainable and why playvs, Inc. has now restored competition fees to its scholastic programs. playvs, Inc. is also working closely with state associations and have refocused on the core competitive experience where playvs, Inc. provide the most value. Ultimately, these shifts provide for the long-term future of PlayVS so playvs, Inc. can create amazing competitions for you and your school for years to come. Meet its new leadership team. Fully committed to building a durable future for the company, this group has the complementary strengths needed to guide PlayVS into its next stage. Its new leadership team brings deep experience across technology, education, finance, operations, partnerships, and revenue growth along with a shared understanding of the communities PlayVS serves. Jonathan Boswell, Chief Executive Officer. Boswell steps into the CEO role after nearly seven years at PlayVS, most recently serving as Chief Technology Officer since January 2025 and previously leading the company's engineering, product, and operations organizations. He is a proven technology leader with 23 years of experience and three successful exits as an executive. Before PlayVS, Boswell served as CTO of education technology company ArborBridge, where he designed and built its global online SAT and ACT tutoring platform and oversaw the acquisition of College Planner Pro. ArborBridge was later acquired in 2021. Juanita Russell, Chief Financial Officer. Russell, who joined PlayVS as Chief Financial Officer in January 2026, will continue overseeing accounting, financial operations, treasury management, and investor relations. She brings more than 25 years of financial and operational experience building the infrastructure needed to support growth, scale, and long-term value creation. Before joining PlayVS, Russell served as CFO of Common Securitization Solutions, a joint venture between Fannie Mae and Freddie Mac, and as CFO of MERSCORP Holdings, where she led the company's financial strategy through its acquisition by Intercontinental Exchange. Charles O'Donnell, Chief Revenue Officer. O'Donnell has been appointed Chief Revenue Officer after most recently serving as Head of Partnerships at PlayVS. He joined the company in April 2025 through the acquisition of Playfly Sports' esports division, where he had led the esports business since 2020. At PlayVS, O'Donnell has helped lead collegiate esports strategy, operations, and partnerships, including a complete refresh of the collegiate brand and the implementation of scalable systems supporting revenue growth and efficiency. His earlier leadership experience spans sports, entertainment, and technology, including roles with Fanalytical, Georgia Tech Athletics, the Philadelphia Flyers, and APA Talent and Literary Agency. Looking ahead, its goal is to evolve PlayVS beyond just a competition platform. playvs, Inc. want to use gaming as a tool to empower its students throughout their entire education journey. By connecting the competitions they love with curriculum, college opportunities, and career readiness, playvs, Inc. can help its students translate their passion for gaming into lasting, real-world skills and future pathways. playvs, Inc. recognize that navigating the recent changes has required a lot of flexibility from you and your programs. playvs, Inc. truly appreciate the work you put in every day to support scholastic esports. Its focus now is entirely on the road ahead and delivering the reliable experience that you and your students deserve. - The PlayVS Team Get in the game.
PlayVS takes esports to 50,000 Scouts at the 2026 National Jamboree. Published Jul 23, 2026 Read time 4 min PlayVS is rolling out a dedicated gaming arena at Scouting America's biggest youth gathering, running July 22-31 in West Virginia - part of a broader push to plant esports in unexpected spaces. Amateur scholastic esports platform PlayVS has partnered with Scouting America to bring a full gaming activation to the 2026 National Jamboree, one of the largest youth gatherings in the United States. The event runs from July 22 until July 31 at Summit Bechtel Reserve in Glen Jean, West Virginia, where tens of thousands of young people from across the country are expected to convene. The centerpiece of the partnership is the PlayVS Arena - a dedicated gaming hub inside the Jamboree grounds designed to serve Scouts of every experience level, from casual players to those who believe they've got a genuine shot. What the PlayVS Arena actually offers Scouts. According to the official press release on PR Newswire, the PlayVS Arena will run a lineup of leaderboard challenges, competitive tournaments, and casual play throughout the ten-day event, with each event constantly rotating so that the action never lets up. The setup includes a high-tech mobile gaming trailer equipped with virtual reality experiences, gaming stations - and even a professional racing simulator. Rather than pure competition, the programming is built around participation, with values like teamwork, sportsmanship and digital citizenship the main focus. Indeed, the arena will give Scouts a first taste of what organized esports feels like. Andrew Barnett, Partnership Lead at PlayVS, explained: "At PlayVS, we believe gaming can be a powerful way for young people to build confidence, practice teamwork, and develop meaningful connections. Partnering with Scouting America allows us to bring that experience to one of the country's most iconic youth gatherings and show how structured gaming can complement the values of leadership, fellowship, and skill-building that Scouting has championed for generations." Why this deal makes sense for both organizations. Scouting America, formerly the Boy Scouts of America, serves youth between the ages of five and 20. It's one of the biggest youth development organizations in the country, with programs built around citizenship, character and leadership - and the National Jamboree is its signature event. For PlayVS, the fit makes a lot of sense. The company's entire model is built on bringing esports into structured, education-aligned environments. Putting a gaming hub in the middle of Scouting America's flagship gathering lets PlayVS introduce competitive gaming to a massive youth audience that may not have encountered it through school leagues. Registration for the 2026 National Jamboree, per the official Scouting America event page, involves a phased payment structure starting with a $100 deposit at signup. PlayVS has been busy. The Jamboree deal is the latest in a string of moves PlayVS has made to expand beyond its core school-league business. In recent months, the company teamed up with media group Urban One to launch the Power4+ HBCU Esports League, a national collegiate competition aimed at historically Black colleges and universities. Before that, PlayVS confirmed a partnership with the Army National Guard to connect high school esports participants with military career pathways, and separately acquired LeagueSpot, a platform used to organize esports leagues and tournaments globally. Each of these moves points to the same direction: PlayVS is working to make scholastic esports a feature of mainstream youth life, not just a niche club activity. The Scouting America deal fits that logic cleanly. Scouts already pursue merit badges across dozens of disciplines, arts, technology, sports and leadership. Adding a structured gaming experience run by a professional esports platform will extend the tradition. What's next. The PlayVS Arena is live now for the duration of the Jamboree, which wraps up on July 31. With the Power4+ HBCU Esports League also recently unveiled alongside Urban One, PlayVS has multiple new programs taking shape simultaneously. More details on the HBCU league's competitive structure and schedule are expected in the months ahead. Writer & Games Reviewer Patrick is the game reviewer at esports.gg who will not stop talking about RPGs - and that's precisely why you should read him. A PC gamer from day one, he's spent his career diving deep into role-playing epics and the... Full bio
PlayVS and Scouting America announce gaming activation at the 2026 National Jamboree. New immersive gaming hub will bring structured esports competition, casual play, and digital citizenship programming to Scouts at Summit Bechtel Reserve Los Angeles, CA - July 22, 2026 - PlayVS, North America's leading scholastic gaming platform, today announced a partnership with Scouting America to bring a state-of-the-art gaming activation to the 2026 National Jamboree, taking place July 22-31, 2026. One of Scouting America's premier youth gatherings, the National Jamboree at Summit Bechtel Reserve in West Virginia, brings Scouts together from across the country for adventure, fellowship, skill-building, and shared experiences. Running throughout the National Jamboree, the PlayVS Arena will offer a rotating schedule of competitive tournaments, leaderboard challenges, casual gaming, and hands-on technology experiences. Designed for Scouts of all experience levels, the activation promotes teamwork, digital citizenship, sportsmanship, and healthy competition while creating a welcoming space for Scouts to connect over a shared passion for gaming. The arena gives Scouts the opportunity to connect with friends, test their skills, and experience organized esports in an environment designed for participation, sportsmanship, and fun. "At PlayVS, we believe gaming can be a powerful way for young people to build confidence, practice teamwork, and develop meaningful connections," said Andrew Barnett, Partnership Lead. "Partnering with Scouting America allows us to bring that experience to one of the country's most iconic youth gatherings and show how structured gaming can complement the values of leadership, fellowship, and skill-building that Scouting has championed for generations." The gaming activation will feature a high-tech mobile gaming trailer outfitted with gaming stations, virtual reality experiences, and a professional racing simulator. A dedicated event tent located alongside the trailer will expand the experience with additional console stations for free play, spectating, and community engagement throughout the Jamboree. PlayVS aims to deliver a memorable gaming experience that brings together the excitement of play with the values of leadership, teamwork, and community. About playvs. PlayVS is North America's leading scholastic and collegiate gaming platform, helping students unlock the educational, social, and personal benefits of competitive gaming. The company brings together students, coaches, educators, and schools through structured, education-aligned competition across K-12 and college. PlayVS is the official esports partner of the NFHS Network, the Special Olympics, and state and regional organizations across the U.S. and Canada. To learn more, visit playvs.com. Get in the game.
PlayVS, Urban One debut official league name & logo. PlayVS and Urban One debut Power4+ HBCU Esports League. PlayVS and Urban One announced the name and new logo for their national HBCU esports competitive league, which will begin play in the fall. Published on June 17, 2026 On Tuesday (June 16), PlayVS and Urban One revealed the official name for their national collegiate esports competitive league - the Power4+ HBCU Esports League. The league is the next step of the partnership between the premier league for sports competitors on the high school and college level in North America, and the nation's largest diversified media company aimed at Black audiences in the U.S. The Power4+Esports League also debuted its new logo, highlighting its commitment to host the best competitors in Historically Black Colleges and Universities (HBCUs). This follows the initial announcement which was made in February of this year. HBCU-focused invitational contests will take place in the fall, allowing for potential brand partners the opportunity to sign on. In February 2027, the inagural season begins with players aiming to make the penultimate final competition. The partnership came about as a means to not only introduce esports to HBCUs, but also budding gamers from kindergarten to the 12th grade in high school. PlayVS and Urban One's goal with the esports leagues is to also provide guidance in STEM. "The rapid adoption we're seeing from HBCUs across the country affirms both the cultural relevance and the economic potential of esports within our community," said Alvord Reese, AVP of Sales at Urban One in the press conference. "Black consumers continuously drive cultural and commercial trends, and gaming is no exception. By combining Urban One's media reach with PlayVS' infrastructure, we are creating an unprecedented, high-impact platform for partners and brands looking to authentically engage with this highly influential, tech-forward audience." The new league comes as esports is rising globally. According to Statista, global esports viewership numbers in 2025 reached 640.8 million, with approximately 322.7 million of them being casual viewers. Sixty-five percent of those regularly viewing esports are in the 18-34 age range, according to data from Earthweb.
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Industries
Enterprise Software
Education
Gaming
Company Size
51-200
Company Stage
Series C
Total Funding
$106.5M
Headquarters
Los Angeles, California
Founded
2018
Find jobs on Simplify and start your career today