USA Esports President Views Olympic Recognition as a Key Goal
In late March, the first wave of partners for the Esports Nations Cup (ENC) was announced, showcasing a diverse lineup of flag bearers. The differences were notable: some nations are backed by official government entities, while others rely on a single, presumably qualified representative. For the United States, a major player in the esports landscape, the selected organization was relatively unknown. However, USA Esports quickly gained traction thanks to its experienced leadership and a network of partners that connect the professional and collegiate gaming realms.
This non-profit organization has clear goals: to unify the fragmented US esports scene, establish standards for player safety and competitive integrity, and gain recognition from the US Olympic & Paralympic Committee (USOPC). Although it was publicly introduced just before the ENC announcement, USA Esports was officially founded six months prior, as shared by its president, CEO, and sole full-time employee, Jesse Bodony.
Bodony explained that the organization’s discovery phase encompassed the entire North American esports ecosystem, engaging with top collegiate programs and nearly every professional organization. This learning journey began in January 2025, sparked by a coalition of university leaders following a controversial announcement from the International Olympic Committee (IOC) regarding an official esports event.
“Our mission is to create a sustainable, trusted institution that serves American gamers for decades,” Bodony stated. “This isn’t a short-term project; it’s a commitment for the next 20 to 30 years.”
Bodony previously served as the director of esports at PACE University in New York and is the executive director of the Voice of Intercollegiate Esports (VOICE) nonprofit. The announcement of USA Esports drew attention, particularly with Dan Clerke, who developed Maryville University’s esports program, taking on the role of ENC team manager. Notably, a League of Legends team from Maryville won the North American Challengers League (NACL) in 2024.
Clerke’s involvement added credibility to the organization. Additionally, seventeen prominent universities from VOICE’s advisory council joined USA Esports’ self-described esports alliance, alongside eleven well-known professional esports teams, including Dignitas, TSM, 100 Thieves, Cloud9, Flyquest, NRG, and Team Liquid.
Perhaps most surprising was the inclusion of several former professional players on USA Esports’ board of directors. Bodony highlighted that the addition of figures like Bjergsen and n0ting followed extensive discussions over six months. He also emphasized that one-third of the board consists of athletes, adhering to the Ted Stevens Olympic and Amateur Sports Act, which mandates that the USOPC can recognize only one national governing body (NGB) for each Olympic or Pan American sport.
“Athlete safety, safe sport training, background checks, codes of conduct, and conflict of interest policies are foundational to our organization,” Bodony noted, indicating that joining the national Olympic committee is a guiding goal for USA Esports.
As with many new organizations, the initial board is set up without a voting body or membership base, which means they currently lack membership revenue, a key funding source for most US sports governing bodies.
USA Esports has formed partnerships with IT solutions provider American Technology Services (ATS) and digital design firm Dorxata. Bodony confirmed that the organization secured six-figure commitments from sponsors and donors to support its first six months.
Historically, esports federations have shied away from the term “governing body,” as it implies that smaller non-profits could dictate terms to billion-dollar game companies regarding their intellectual property and esports products.
As mentioned earlier, some countries, like South Korea, Indonesia, and Türkiye, have integrated their recognized esports bodies into government structures. In contrast, the US federal and state governments typically do not engage in sports governance. Many leading esports publishers, such as Riot Games, Valve, and Activision Blizzard, are based in the US. Bodony clarified that USA Esports does not aim to position itself as a national governing body.
“If I were in their shoes, I wouldn’t want another entity coming in to impose rules that could disrupt the ecosystem they’ve built,” Bodony remarked. “The question of what qualifies an organization to call itself a governing body is a valid one.”
Nonetheless, every recognized sport in the US is responsible for establishing safety standards within its ecosystem and creating transparent pathways for young athletes to potentially become Olympians, which necessitates athlete protections. “The esports community has long been without that,” Bodony stated. “We believe they deserve an organization that provides it.”
In the near term, USA Esports plans to develop pilot programs in collaboration with interested states, aiming to align the current K-12 and collegiate esports systems. However, the intersection of gaming in educational settings, player welfare, and representation differs from the visions held by game publishers for their esports ecosystems. The most notable protest in a publisher-run league stemmed from Riot Games’ 2023 decision to allow franchised teams to abandon their North American Challenger League (NACL) teams.
“I think everyone at these publishers would agree that the safety and protection of young players engaging with their games is crucial,” he said.
When asked how player monetization and retention fit into the goals of a national sports body, Bodony illustrated the scenario of a young gamer who, after family dinner, retreats to their room to be coached by an anonymous 20-something on Discord. This situation would be unacceptable in any other sport.
“Some discussions will be challenging. We won’t see eye-to-eye with every publisher, and we’re aware of that reality. However, we aim to create benefits for everyone involved.”