Esports, or electronic sports, are a form of competitive video gaming which is broadcast and played on the Internet, individually or in teams. Some esports can involve physical activity, such as when dance steps are projected onto a wall and players follow them on a special mat with foot-activated sensors. Esports have become a global leisure activity, but they also offer opportunities for education. They illustrate a way to reach young people and connect them to virtual sporting activities. This might induce growing interest to partake in sports themselves. Variations of esports have been used in school subjects such as physical education to support students’ understanding of movement, different rules or techniques of sports and games, and as a teaching aid. They can also be a way to support digital literacy, numeracy, socialisation and teamwork. For example, data from the end of esports games could be analysed by the participants to suggest team strategies to improve performance. A well-known esports platform, Twitch, enables recording of group activity, interaction between teachers and learners, and opportunities for amateur online instruction among peers. Esports have become popular among those participating in the gameplay and the spectators watching the game unfold online. They could be increasingly combined with virtual reality to enhance the immersive and physical experience.