Introduction. The Strategy for digital transformation of science and higher education (2021) adjusts the relevant vector in the context of comprehending the urgent issues of achieving “digital maturity” as an indicator of the national goal of “digital transformation” of the entire social sphere. It means that information technologies and digital educational resources are mandatory components of digital transformation of science, theory and educational practice. Cybersport is one of the innovative human activities; a kind of sport focused on the development of intelligence and leadership qualities of young people; a special educational potential of young people, acting as a leading factor of their social education. The purpose of this research involves characterisation of information technologies that are efficiently used in the development of cybersport as an educational potential of students. Methodology and methods. To analyse the possibilities of using information technologies (hereinafter – IT) in the development of cybersport, the method of generalisation and analysis of sources exploring the issues of embedding IT in the educational process and various spheres of life activities, as well as the method of questioning, were applied. The survey covered 60 respondents – students of Bunin Yelets State University. The research instrument comprised six questions, both with the choice of ready answers and those involving independent reasoning. Results. The analysis of the questioning results led to the conclusion that there is ample scope of using IT in the development of cybersport, both in terms of improving educational outcomes and extending the educational potential in general. The study showed that the awareness of the respondents was in line with their good knowledge about cybersport (50% of the respondents chose the most complete definition of this concept). The awareness of the advantages of cybersport and the purposefulness of the respondents’ participation in games showed the average level (25% of the participants note the benefits of cybersport associated with the absence of age restrictions; 25% of the respondents participate in games in a targeted way). The awareness of the disadvantages of cybersport is also at an average level (20-33% of the respondents). The realisation of personal qualities potential as a goal of engagement in cybersport shows the average level (the highest result is 37%, when the survey participants selected the given goal out of the proposed ones). The educational goal of cybersport was formulated correctly by 52% of the respondents, which is also indicative of the high level of awareness of the substance of cybersport. Among the two most important qualities required for a cybersport athlete, determination was chosen by 100% of the respondents, while 50% of them pointed to self-regulation, which is also an evidence of the high level of awareness of the given sport and the purposeful involvement in it. The prevailing high and medium levels of awareness indicate at broad possibilities of using cybersport as a ready educational platform for the development of soft skills, logic, adaptability, reaction, basic IT-skills, foreign languages, etc. Scientific novelty. The research results (its first part) made it possible: a) to characterise information technologies in terms of their importance for efficient development of cybersport as an educational potential for young people; b) to conclude that cybersport activities promote intellectualisation of educational process; improve teamwork skills, various communications building skills; form healthy lifestyle habits, compliance with daily regime, proper nutrition, etc. Practical significance. The performed research makes it possible to determine the cybersport development vector in the context of educational potential of young people and improvement of the methodological framework of the explored process in the practice of psychological and pedagogical follow-up and digital transformation of education and social schooling.