Every league has a team at the bottom of the table. Sometimes it's a new club finding its feet, and sometimes it's a group that came up against the strongest schools early on. A losing record doesn't have to mean a lost season. Students can still get plenty out of the year if they keep getting proper games and can see some progress, and teachers and operators have a part to play in both.

Does a losing season mean your school esports team has failed?

Not necessarily. Sport NZ's guidance on building a positive participation environment encourages adults to look at young people's experience, development, enjoyment and relationships alongside results. It's written for youth sport rather than esports, but it's a useful way to think about a school team that keeps losing.

Don't assume you know what your students want from the season. Ask them early what would make it worthwhile and what's been frustrating so far, keeping it quick and voluntary. Then agree a few goals the team can actually see. That might mean everyone arriving ready on match night, practising one communication habit, working on a skill, or reviewing a tough game respectfully together. Compare the team with its own starting point, and be honest about what has changed instead of finding progress that isn't there. These are practical options to try with your team; none guarantees that students will keep playing.

What can you do when your school esports team keeps losing heavily?

Start by checking whether the competition fits. One heavy loss tells you very little, and a score on its own doesn't tell you the team's ability or how students are feeling. A run of one-sided results is worth discussing with the organiser, especially in a short season, because it can make real improvement hard to see. Ask about the options, such as divisions, a social competition or extra practice, without expecting the league to move the team into another tier automatically.

Format matters here too. Jonathan Jansen from School Esports favours Swiss when nobody knows the skill levels, but finds it slow for short seasons. In his view, it takes at least six or seven games before matchups line up well, so it's a poor fit if that's your entire season. He recommends Jansen Divisional Swiss (JDS) for most games: two matchups generated in advance from one standings snapshot, so teams know both opponents for the night ahead of time. The second pairing doesn't wait for the first result. After week three, the table splits into divisions and teams carry on with JDS inside their division. Ask separately about any playoffs and how the division champion is decided.

In Jansen's illustration, "teams in 60th place can still be fighting for the Div 4 Championship". The overall title may be out of reach, while a divisional title can still give the team something to play for. His recommendation doesn't guarantee closer matches or better retention.

What happens when the other team doesn't turn up?

Losing a match and losing the whole session are different problems. When students have prepared to play and get no game because of a bye, a default, a technical issue or an absent opponent, recognition doesn't count for much if it keeps happening. Jansen calls a no-show the worst outcome for a school team, and describes School Esports' Smart Match Recovery as a way to address it.

On game day, he explains, teams with an inactive opponent go into a matchmaking pool automatically. The system then suggests replacements that fit the format, such as teams in the same division or within an appropriate Swiss win/loss range who haven't already met, unless the format allows a rematch. A tournament administrator has to approve each match before it locks in and can swap it if needed. A replacement isn't always possible, but Jansen's view is that a game is better than none. A tournament administrator can override the format because "simply getting students a game can be more important sometimes than a perfectly strict tournament format".

If a fixture needs to move, the demo's rescheduling guide describes an official request within the event's permitted window. The opponent has to accept, and you should check the updated fixture afterwards, because agreeing in chat doesn't change it. The missing opponent guide explains the event-dependent recovery options and what to do if no replacement is available. Check which controls and rules your league offers.

How can you recognise students when the team isn't winning?

Offer voluntary roles, such as captain or leading the post-game review, so students can take ownership of part of the season. If you run an award, perhaps for the most appreciated player, be clear about what it recognises and publish the rules so students can understand the decision. That's a recognition policy you could choose. If a team is being treated badly, use the competition's conduct and reporting process and tell the teacher about school or wellbeing concerns as well.

On School Esports: the demo guides describe standings and points set per event, and Rewards as an optional feature governed by the site's settings. Awards and eligibility can vary, and a result or vote does not guarantee an immediate award. Before promising students anything, ask your organiser which recognition rules your league actually uses. The results and standings and optional features guides explain more, or visit schoolesports.org.

When should you check how the season is going?

At a sensible midpoint, and again at the end. Record who's actually taking part and any reasons schools or students volunteer, then ask what should change next time. Students stop playing for all sorts of reasons, from timetabling and access to losing interest in the game or finishing school. A win-loss record or attendance list can't tell you how someone is feeling, so ask rather than guess.

You can also read about giving every team meaningful matches.