The FUSE Cup
Our chosen games are age appropriate and do not include any violent content whatsoever. These games include Mario Kart Deluxe 8, Rocket League and FIFA20 on the Nintendo Switch.
We run two aged competitions at the same time. A Year 5&6 competition and a Year 7&8 competition. Schools may elect to register in either competition or both but are limited to one team per competition.
Our country is divided up into regions within each state in which schools compete in a face to face battle against other neighbouring schools. These events are run each term to determine the regional finalists who then compete at a State Championship event.
The winners of each State Final then compete at an Australian Final.
Amazing prizes are up for grabs throughout each level of The FUSE Cup with a prize pool of over $5000!
Joining an organised and structured esports team or league is not about playing more video games, in fact, it often leads to a better understanding of balanced gaming. It is very different to playing at home alone or online.
The FUSE Cup provides school students with a face to face, safe, competitive and challenging esports opportunity while also promoting concepts such as Digital Wellbeing, Inclusion and Social Values.
Being part of a team and learning how to contribute towards a common goal is a valuable life skill. This is an important aspect of participating in The FUSE Cup which students gain insight into.
There are 4 overarching values to The FUSE Cup that are our foundation and are in place to ensure that everyone involved enjoys a positive and safe experience that help promote and establish positive gaming habits for younger gamers.
It is important that coaches, players and parents are made aware of these values and that they help promote discussions around ethical esports during school training sessions, at home and during any FUSE Cup events.
Players who breach these rules will be dealt with in accordance to our Behaviour Management System. This process is further explained in our Player’s Code of Conduct documentation.
Further details surrounding The FUSE Cup governance will be provided to schools upon confirmation of registration.
Integrity is at the core of The FUSE Cup. It is a foundational value that is important in many aspects of life. Players must develop personal integrity and self respect, this means not using any negative self talk when things don’t go to plan. They must show respect for their opponents, their schools and the rules of the competition at all times.
It’s totally normal to be upset and disappointed when things don’t go to plan. We get it. However, how we handle that disappointment is really important and can help us develop strength of character and resilience. It is therefore important that all players deal with their disappointment positively during all training and competitive situations.
Gaming is for absolutely everybody and can be used as a tool to bring people together. By being open and including everybody, players learn how conduct themselves and how to interact positively with other players, specifically during game play. It is a FUSE Cup requirement that all players wish each other “Good Luck” at the beginning of a competitive game and acknowledge their opponent’s efforts at the end of the game with “Good Game”.
Encouraging your teammates and showing team spirit and pride adds to the atmosphere of any event. Team captains play a huge role in ensuring their teammates and connected and support each other throughout the heats, semi-finals and finals. Learning to be an effective and encouraging team member is another vital life skill.
As adults, we understand that our wellbeing is multi-facetted. We know that leading a balanced lifestyle of regular physical activity with emotional and social connections with others helps is good for our mental, social, emotional and physical wellbeing. But what about our digital well being? And, how could unstructured and excessive gaming impact us?
Recently, the World Health Organisation included "Gaming Addiction" as an International Classified Disease, ICD-11.
"Gaming disorder is defined in the 11th Revision of the International Classification of Diseases (ICD-11) as a pattern of gaming behaviour (“digital-gaming” or “video-gaming”) characterised by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences."
This is exactly why we at The FUSE Cup are so passionate about helping students develop positive gaming behaviours early on. Students need to understand that excessive gaming can have long lasting negative impacts on many aspects of their lives. Through our partnerships with professional esports teams like The Chiefs, students hear first hand from professional players how excessive gaming is not only damaging but actually leads to poor performance.
We work closely with leading organisations who offer support and expertise in assisting young gamers and families who are experiencing issues surrounding excessive gaming.
Our key partnership with Kids Helpline assists students in understanding where they can access free support services for any issues whatsoever. Anytime. Any Reason.
Need more info for your school?
Are you keen to get involved but you're not too sure how the idea of establishing esports will go down at school? You're not alone. As esports is a relatively new concept for some school leaders, many educators have asked us for assistance or documentation that they could use when presenting to their school. Below we have provided our School Info Pack for you to download and share with your school community
Don't just take our word for it. The following two reports are great tools that further justify the benefits of esports along with some amazing statistical information regarding global viewership and growing popularity.