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Schools March 20, 2025 6 min read

How School Esports Programs Can Fundraise Through Merch Stores

Merch stores are one of the most effective fundraising tools available to high school and college esports programs. Here's how to run one that actually generates meaningful revenue.

NE
Written by
Nameless Team
How School Esports Programs Can Fundraise Through Merch Stores

Esports programs at schools face a universal challenge: the sport requires expensive equipment (PCs, peripherals, monitors, headsets), ongoing software subscriptions, and tournament entry fees, but often receives minimal dedicated budget from athletic or activity departments.

A well-run merch store doesn't solve every funding problem, but it can meaningfully offset these costs while building community and program identity simultaneously. Here's how to do it right.

The Fundraising Math

Let's start with realistic numbers. A high school esports program with 200 supporters in their network (students, parents, alumni, local fans) can realistically expect 5–10% to purchase merch in a given year. That's 10–20 buyers.

If the average order is $50 (one hoodie or two smaller items) and your margin is 40%, each order nets $20. That's $200–$400 from a small, passive store with no active promotion.

Programs that actively promote drops, run limited-edition releases, and tap into booster club networks see significantly higher numbers. A program with a 500-person network doing one big seasonal drop can realistically generate $1,500–$3,000 per drop.

What to Sell

Not all products fundraise equally. Based on what performs at school programs on Nameless:

  • Hoodies β€” highest revenue per unit, best for seasonal drops (back to school, winter)
  • T-shirts β€” high volume, good for events and tournaments where you want something affordable for everyone
  • Hats β€” strong impulse buy, especially structured snapbacks with embroidered logos
  • Spirit bundles β€” packaging a t-shirt + sticker pack + keychain as a supporter bundle at a fixed price simplifies the buying decision

Avoid products that are too niche or too expensive to be accessible. Your goal is broad participation across your supporter network.

The Drop Model vs. Always-On Store

There are two approaches to running a school merch store:

Always-on store: Products are always available. Low friction, generates passive revenue, but rarely creates urgency to buy.

Drop model: Limited runs, available for a fixed window (2–4 weeks). Creates urgency, generates buzz, allows you to batch production efficiently. Works best when combined with active promotion through school announcements, social media, and the program's Discord.

For most programs, a hybrid approach works best: maintain a small always-on catalog of 2–3 core products, and run 1–2 seasonal drops per year with exclusive designs.

Engaging the Booster Club

If your school has an esports booster club (or you're building one), the merch store is a natural integration point. Booster club members can:

  • Purchase in bulk for game-day giveaways
  • Promote store links through parent communication channels
  • Organize group orders for families attending tournaments
  • Run a merch table at school events and sporting events

The booster club multiplies reach significantly. A parent posting a buy link to the school's parent Facebook group or group chat reaches an audience the team itself might not have direct access to.

Setting Up Your School Store

Nameless school members can activate a custom storefront through their dashboard at no additional cost. The store is print-on-demand, no inventory, no upfront orders, no risk. Every sale generates margin that's tracked in your dashboard.

Your school gets a dedicated page in the Nameless store directory and the URL is shareable directly to your community.

Ready to start fundraising? Contact the Nameless team to get your school's store set up, or review membership plans that include store access.

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Ready to launch your store?

Nameless Esports members get access to a custom merch store, no inventory, no upfront cost.