Prof Patrick Williams, Associate Professor of Sociology, School of Social Sciences, Nanyang Technological University, Singapore
Panel 1: Esports, Gaming, and Skills of the Future
Asia-Pacific economic, university, and industry leaders present their vision for preparing a generation of students ready for the workforce of tomorrow. The majority of esports players declare science, technology, engineering, and mathematics (STEM) majors when entering college, with 62% of League of Legends players in Riot Games leagues being STEM majors (Michael Sherman, Riot Games’ Director of Collegiate esports). A study conducted by UC Irvine shows that esports provides support for STEM fields through problem-solving, scientific methodology, using data and evidence and technological proficiency.
With the growth of esports in universities, APRU has supported the academic and non-academic activities related to competitive gaming that can train students with the skills needed to succeed in careers related to engineering, business, communications and computer design. The skills developed through esports allows students to enter their chosen field through multiple pathways. Through this discussion we seek to deepen our understanding of the future trends to watch with regard to the metaverse, blockchain, digital arts, the future workforce, and other emerging technologies? What types of training needs to occur in order to prepare students for digital society? What more needs to be done? What are the opportunities for esports to play a role?
Mr. Ir Eric Chan, Chief Public Mission Officer, Hong Kong Cyberport
Dr. Baro Hyun, Director, Digital Content Advisory, TMT, KPMG Consulting Japan
Mr. Nyle Sky Kuaweloa, Head of the UH Esports Academic Task Force, University of Hawai’i
Mr. Tim Shen, Founder and Investor, Yesports Media Limited
Prof Yupei Zhao, College of Media and International Culture, Zhejiang University
Panel 2: Gamification of Social Well-being
Games as digital entertainment have long been a part of the cultural fabric across continents, and as the gaming industry has evolved, so has its many applications. Games are being used in new and innovative ways to conquer social challenges. Consoles have used immersive technologies to inspire physical activity and combat obesity. The UNEP (Environmental Programme) has launched the Playing for the Planet initiative which encourages the video games industry to use the power of their platforms to take action on the climate crisis. These examples give us hope for a broader application of gaming in the esports ecosystem, with case studies from universities, esports experts, and leaders, we look at the various ways that games can address our social wellbeing.
Ms. Jackie Wong, Director, Network and Student Programs, APRU
Prof. Peichi Chung, Associate Professor, Department of Cultural and Religious Studies, The Chinese University of Hong Kong
Prof. Jim Huntley, Professor & Head of Marketing, USC Games, Faculty Advisor, USC Trojan Esports, Executive Producer, USC Games Expo, Co-Founding Partner, Pac-U Gaming, University of Southern California
Ms. Maike Gericke, Co-Founder & CEO at Tiramisu, Scrypt
Student Paper Competition Presentations
Top submissions of the APRU Student Esports Paper Competition are presented in three categories: Business Models for the Esports Industry, Esports for Social Good, and Health/Wellness in Esports.
Show Match and Regional Tournament
A show match will kick off the Asia Pacific regional esports tournament with Nexten Esports. Teams will compete in League of Legends: Wild Rift. Two teams from North America and two teams from Asia will compete in a 5v5 show match.