What's Happening?
The Harvard-Westlake student body recently organized a Clash Royale Tournament, which took place from December 8 to December 19. The event featured 64 players competing in a bracket system, with the first-place winner receiving $75 and a month of Pass Royale or an evolution of their choice. The second and third place winners received $35 and $25, respectively. Prefect Miro Katan, who helped organize the event, noted that the game was chosen due to its recent popularity and the excitement it generated among students. Prefect Charlotte Im expressed her delight at the large turnout and the energy it brought to the school’s Quad. The tournament was praised for promoting healthy competition and community spirit, with participants like Bodhi Lifrak
and Kaison Maruyama highlighting the fun and camaraderie it fostered.
Why It's Important?
The tournament is significant as it highlights the growing trend of integrating popular digital games into school activities to enhance student engagement and community building. By organizing such events, schools can create inclusive environments where students of varying skill levels can participate and enjoy. This approach not only caters to the interests of the student body but also encourages social interaction and teamwork. The success of the tournament at Harvard-Westlake suggests a potential model for other educational institutions looking to foster a sense of community and belonging among students. Additionally, it reflects the increasing acceptance and integration of e-sports and digital gaming in educational settings, which can have broader implications for curriculum development and extracurricular activities.
What's Next?
Following the success of the Clash Royale Tournament, the Prefect Council at Harvard-Westlake is planning to organize similar events in the future. Prefect Robby Louie mentioned that the positive impact of the tournament on the community has inspired the council to announce another tournament soon. This indicates a growing interest in continuing to use digital games as a platform for student engagement and community building. Future events may see increased participation and could potentially expand to include other popular games, further enhancing the school's extracurricular offerings and student involvement.









