Nintendo and ISEA Bring Mario Kart, Smash, and Splatoon to School Esports

Interstate Scholastic Esports Alliance (ISEA) logo in blue and black.
Interstate Scholastic Esports Alliance (ISEA) logo.

By Jon Scarr

Nintendo of America is working with the Interstate Scholastic Esports Alliance (ISEA) to bring more organized gaming into classrooms and after-school clubs across the United States this fall. The partnership focuses on Mario Kart 8 Deluxe, Super Smash Bros. Ultimate, and Splatoon 3, all running on Nintendo Switch and Nintendo Switch - OLED Model systems in school-organized tournaments and events.

The program is aimed at students in grades 4 through 12 and is expected to reach more than 80,000 elementary, middle, and high school students across 23 states. Nintendo is also supporting schools directly with a large number of Nintendo Switch Online memberships and digital game download codes provided at no extra cost. That setup gives schools a clearer way to host events even if students do not already own the games or hardware at home.

School Tournaments Built Around Nintendo’s Biggest Multiplayer Hits

This partnership builds school events around three games that a lot of kids already know from home. Mario Kart 8 Deluxe supports large groups with easy-to-learn racing. Super Smash Bros. Ultimate lets schools run one-on-one brackets or team formats. Splatoon 3 focuses on teams painting turf and controlling space in short, fast matches that fit into club schedules.

Because Nintendo and the ISEA are working directly with schools, teachers and organizers get a more structured way to set up brackets, track progress, and keep events supervised. It lowers the barrier for students who might be curious but have never joined a local tournament or online community. Clubs can start small with in-school events and then build up to larger competitions as interest grows.

ISEA president Danielle Johnson says the goal is to make gaming open to as many students as possible, no matter their previous experience. School-based gaming programs can bring together students who have never joined a team or club before. They give kids a place to meet, share a hobby, and build friendships that carry over outside of game time.

Scholastic Esports Network Continues To Grow

The Interstate Scholastic Esports Alliance is a nationwide coalition of educator-run scholastic esports organizations that support grades K through 12. It brings together groups such as the Texas Scholastic Esports Federation, Garden State Esports in New Jersey, the Missouri Scholastic Esports Federation, and the Minnesota Varsity League.

Working with Nintendo adds more structure to that network. Instead of every school guessing at formats and rules, organizers can build events around shared standards and a common set of games. That helps teachers, students, and parents understand what to expect from practices, events, and match days.

ISEA’s mission is not only about competition. Member organizations talk about using esports to support social, emotional, and academic growth. Gaming clubs can give students new ways to communicate, solve problems together, and feel more connected to their school community, especially if they have never seen themselves in traditional sports or other activities.

Nintendo’s Tournament Guidelines in the Background

Nintendo of America recently reorganized its official guidelines and application portal for small, not-for-profit community tournaments. Those changes, made in November 2023, were meant to make the process of hosting events involving Nintendo-owned games clearer and easier to follow for organizers.

The new partnership with the ISEA sits naturally alongside those guidelines. Instead of only supporting independent community tournaments, Nintendo now has a formal path into school programs with a partner that already understands how to work with districts, teachers, and families.

Bill Trinen, Vice President of Player and Product Experience at Nintendo of America, says the company wants to support kids who already love games and those who might discover that interest through these events. Working closely with the ISEA helps Nintendo shape an experience that is intended to be open, memorable, and welcoming to a wide range of students.

Student Gamers and School Clubs Take Centre Stage

If you have a student gamer in the house in grades 4 through 12, this partnership could turn their favourite Nintendo games into something more organized at school. Instead of only racing friends online, they might join a Mario Kart 8 Deluxe event in the library. Smash Ultimate brackets could run in a classroom after school. Splatoon 3 squads might form around school-based turf war nights.

Because hardware, online access, and game codes are part of the program, schools may be able to welcome students who do not own a Nintendo Switch or these games at home. That is a key step if the goal is to make gaming clubs feel like a genuine part of school life instead of a niche activity.

For students who never felt drawn to traditional sports or other clubs, a Nintendo-backed gaming program could be the activity that finally feels right. It offers a way to compete, cooperate, and share something they already care about, while still staying connected to classmates and the wider school community.

About the author
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Jon Scarr

4ScarrsGaming Owner / Operator & Editor-in-Chief

Jon covers video game news, reviews, industry shifts, cloud gaming, plus movies, TV, and toys, with an eye on how entertainment fits into everyday life.

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