UBC News: 2 UBC Esports undergrads win industry research scholarships
Original post on UBC News
Gamers often get a bad rap. Critics argue that online gaming is a time waster, exclusionary and male-dominated, even leading to aggression and addiction. In practice, though, virtual games and tournaments connect people across the globe over shared interests, says Zachary McKay, Co-President of UBC Esports Association, an initiative and club. With the motto “where gamers meet UBC,” it is the university’s largest club with nearly 4,000 members, compared to others which average in the hundreds or dozens.
UBC Esports aims to build a community of students with no borders, and engage with colleagues and peers worldwide through online video game competitions, social events, tournaments, celebrity meet-ups and their crown jewel, the Legion Lounge where students can play games on campus. Not only does the club want to reverse negative perceptions and attract new people from all walks of life, it is investing in its student members. Case in point: the club and the Association of Pacific Rim Universities (APRU) recently awarded scholarships to two UBC students through a research paper competition.
The Legion Lounge is the crown jewel of the UBC Esports Association and a place for members of the UBC community to connect and play games on campus (video: UBC Esports Association)
“The competition is about supporting Esports as an academic area of study, and encouraging students to have innovative and quality research in the field, as well as promote long-term investment in Esports research to enrich students’ and universities’ resources in an emerging field,” says Matthew Tan, UBC Athletics and Recreation Associate Director of Partnerships, and Senator at UBC Vancouver Senate and UBC Council of Senates. Tan collaborates regularly with UBC Esports.
At the 2021 APRU Student Esports Paper Competition and Awards, McKay came in first for his piece on Business Models for the Esports Industry, taking home a USD $3,000 scholarship. He is in a fifth and final year at UBC, earning a philosophy degree with a minor in creative writing.
Another undergraduate, Kaden MacKay, also won USD $3,000 for first place in the category Esports for Social Good, “writing about different countries and cultures,” MacKay says. “For example, Pakistan winning the biggest tournament ever held: these success stories show that you can’t judge anyone as an Esports player by where they come from – it’s just so diverse.” A club finance executive, MacKay is in year two at UBC, focusing on cognitive systems.
Both winning papers will be published in the International Journal of Esports. The students plan to use the scholarship money to pay for university tuition and, because he is in his last term, McKay will use $1,000 of his winnings to establish the first UBC Esports leadership award.
UBC Esports is a non-profit, volunteer, student-led organization under the UBC Alma Mater Society umbrella. The club runs as seamlessly as a well-oiled corporate enterprise. And anyone who thinks gamers might be lacking in smarts and motivation need only listen to McKay detail the start-up structure model, workings of its HR department and foundational principles in a manner far more articulate than many CEOs twice his age. Founded 11 years ago, today UBC Esports is internationally recognized – and popular. More than 1,000 entrants have signed up so far for June’s upcoming Smash Tournament “Battle of BC 4,” for example.
Club executives of the UBC Esports Association, led by Co-Presidents Zach McKay and Branson Chan, at the UBC Esports Icebreaker event held in person (photo: UBC Esports Association, October 2021)
Members can get involved as much, or as little, as they like, McKay says. The action ranges from laidback and leisurely to competitive tournaments in a high-stakes environment, and no prior experience is necessary. The only agenda is getting people excited about and enjoying video games, trying new things and making friends, he says. Some of the most popular games include League of Legends, Valorant and Super Smash Brothers.
“We are incredibly approachable,” McKay says. “For myself, I’m not very good at games. I do it for the fun of it. What motivates me is that I’ve been able to make lifelong friendships with people through the club. Our community is really vibrant and the social aspect is a unifying feature.”
Busting misconceptions is also part of the club mandate, in particular, leading by example to be diverse, secure and inclusive. Half of the club’s several vice presidents were women in 2021. UBC Esports hosts a women’s night for female-only competitions and boasts a team culture that prioritizes a safe atmosphere for women and marginalized communities. The association also puts on professional development workshops centered on Esports with the goal of preparing students for careers in the video game industry. Topics cover everything from partnerships, project management and event logistics to human resources and graphic design.
Prospective students learn more about the UBC Esports Association at their booth on Clubs Day (photo: UBC Esports Association, 2021)
APRU decided to get involved when UBC President and Vice-Chancellor Santa Ono first flagged the opportunity back in 2018. Noting the almost 3 billion gamers worldwide, and 2.5 million college and university students likely involved in esports in APRU alone, President Ono voiced his support for UBC to get involved. UBC then became one of 11 founding partners in the APRU Esports Fellowship Initiative, which brought in consultants to advise on what universities could do collectively and individually. An international Esports fellowship and greater support for the club topped the list of recommendations. Along with UBC, founding members of the initiative are Far Eastern Federal University, Hong Kong University of Science and Technology, Keio University, Nanyang Technological University, National University of Singapore, Tecnológico de Monterrey, University of California, Los Angeles, University of Southern California, University of Washington and Yonsei University.
And the movement is growing. Connecting with others from all over the map is at the core, says MacKay. “How rare is it to talk to someone in Chile and Australia at the same time?” he says. “It’s usually very country- or continent-specific, so it’s so cool to do this globally. Everyone who does this is very passionate about what they think Esports can be – and it’s about sharing ideas across the world.”
Find out more about the UBC Esports club.
Read more about the Association of Pacific Rim Universities (APRU).
Read the winning APRU Esports research papers.
See the recent Ubyssey feature story on UBC Esports.
March 29, 2022
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APRU on UNESCO News: New report “Moving minds: Opportunities and challenges for virtual student mobility in a post-pandemic world”
The UNESCO International Institute for Higher Education in Latin America and the Caribbean has undertaken a study on virtual exchanges and looked at some case studies including the APRU Virtual Student Exchange Program. Please see more information about the report “Moving minds: Opportunities and challenges for virtual student mobility in a post-pandemic world” below.
Original post on UNESCO
The UNESCO International Institute for Higher Education in Latin America and the Caribbean (IESALC) launches on 28 February 2022 a major new report entitled “Moving minds: Opportunities and challenges for virtual student mobility in a post-pandemic world”, which addresses how the incredible creativity and innovation shown in higher education during the Covid-19 can be harnessed and further developed so that student mobility becomes possible, not only physically but through virtual modalities.
The aim of this report is to ensure that students can continue to benefit from intercultural exchanges through the use of technology. These new forms of learning would make student mobility possible not only face-to-face but also virtually.
The report is based on 14 case studies of virtual student mobility that have been implemented by 73 higher education institutions (HEIs) and through partnerships in 38 countries in all regions of the world. Based on the case studies, recommendations are offered to incorporate virtual student mobility as an additional form of student mobility, which can play a key role in reshaping the internationalization of higher education in the post-pandemic landscape.
These practical recommendations are addressed to the different groups for whom virtual student mobility should be an important consideration: students themselves; those who develop and implement virtual student mobility (faculty members, staff of international relations offices); decision-makers (HEI leaders, HE alliances, governments); and funders (governments, NGOs).
Access the full report here.
February 27, 2022
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APRU on SCMP: Covid-19 wrecks exchange programme plans, as record low number of Hong Kong university students went overseas in last academic year
Written by William Yiu
Original post on South China Morning Post
Students walk past Widener Library at Harvard University in 2019. Photo: AP
A record low of only 280 Hong Kong university students went on exchange programmes overseas or to mainland China in the last academic year, as Covid-19 travel restrictions wrecked plans for these much sought-after trips.
That was 95 per cent fewer than the 5,391 students who spent time away in 2019-20 and the record high of nearly 6,700 in 2018-19.
Although Hong Kong universities worked with institutions elsewhere to provide virtual exchange programmes, students said these paled in comparison with visiting a new destination and getting to know the people and culture there.
A board at Hong Kong International Airport shows flights being cancelled in January. Photo: Dickson Lee
Some universities have begun restarting their exchange trips, with more students likely to go this year even though strict travel restrictions remain.
The latest figures for exchange students were announced in December by the University Grants Committee, which funds public institutions of higher education.
Hong Kong universities have been expanding opportunities for undergraduates to spend a semester or a full academic year at another university, while continuing to pay the local tuition fee.
Students apply to universities all over the world, especially in the United States, Britain, Japan and mainland China, which have exchange partnerships with local institutions.
For many, the time away allows them to learn to be more independent, improve their language proficiency, make new friends and experience the culture of the place they are visiting.
But the pandemic has continued to disrupt travel for everyone since 2020, particularly with Hong Kong’s strict requirement for arrivals from most places to undergo 21 days of quarantine.
Most universities switched to virtual exchange programmes, which meant students remained in Hong Kong but attended online lectures and seminars at institutions elsewhere.
Various other activities on culture, social skills, leadership and career development enabled them to make friends despite being separated by long distances.
Chinese University (CUHK) said 1,400 of its undergraduates enrolled in its Virtual Student Exchange programme, organised since August 2020 and involving 61 institutions belonging to the Association of Pacific Rim Universities.
Chinese University says 1,400 of its undergraduates have enrolled for its Virtual Student Exchange programme. Photo: Winson Wong
In an opinion piece published in the Post last month, CUHK president Rocky Tuan Sung-chi said the virtual programme had the potential to make global education accessible to anyone with an internet connection, “rather than merely to those privileged few with financial means to jump on a plane and spend up to a year in a foreign land”.
Competition is keen for exchange trips, as applicants must have a good academic track record and meet the language requirements at the universities they hope to go to.
Not everyone can afford an exchange either. Students have to cover the cost of their air tickets, accommodation, meals, insurance and visa fees themselves. For those who choose universities in the US, the most expensive choice, this can add up to about HK$100,000 (US$12,840) per semester.
Kristen Cheung, a fourth-year English major at CUHK, considered herself fortunate enough to attend a two-week exchange programme at Yale University in the US in 2020, before it was suspended because of Covid-19.
She did not think a virtual programme could compare.
“Students joining an exchange programme aim not only to study, but also to visit the host country and get to know people from different backgrounds. All these experiences cannot be provided in a virtual programme,” she said.
Cheung said some students she knew who joined the virtual programme did so only to polish their resume and were not serious during the online classes.
Residents in Nagoya, Japan. The country is among popular destinations for students wishing to go on exchange programmes overseas. Photo: Kyodo
Alex Lau, a second-year sociology major at CUHK, took part in a two-month summer virtual exchange programme with a Japanese university and had mixed feelings about it.
There were online lectures twice a week, from 11am to 3pm, with optional cultural activities in small group sessions.
He said the programme helped him meet more people from Taiwan, mainland China, North America and Japan, but he missed out on experiencing the country and the social environment.
“If you just want to get to know people from different places and join something for free, you could go for it,” he said.
Now he is counting on travelling to Britain next year for an exchange programme at University College London, so that he can soak up the atmosphere and join in various activities.
Some universities said their students were beginning to make plans for exchange trips this year.
A spokesman for Education University said fully vaccinated students could go on these trips, but it would still offer virtual exchange programmes that included online immersion programmes, online courses, seminars and cultural exchange activities.
For its students preparing to teach English and Chinese language, attending a course overseas or on the mainland was compulsory to help them improve their language proficiency and learn about the culture and education system there.
The University of Science and Technology and Lingnan University said they had resumed sending students on exchange programmes since the second term this year. Both also offer virtual programmes as an alternative.
City University also said it had resumed the physical programme in the 2020-21 academic year “under safe conditions”.
Polytechnic University said its students were able to go on exchange trips to limited destinations such as the mainland, Australia or New Zealand during the earlier stages of the pandemic, or opt for the virtual programme.
February 20, 2022
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APRU on HKMB: Digital games exercise minds
Original post on HKMB
“All the world’s a stage, and all the men and women merely players,” wrote William Shakespeare in As You Like It. Substitute “screen” for stage and that quote remains as apt four centuries after the play’s first performance.
The interplay between performance and reality was on global display at the Digital Entertainment Leadership Forum (DELF) hosted by Cyberport in Hong Kong in December. Appropriately for the digital 21st century, the physical show was held in parallel in three centres, with simultaneous events in Hong Kong as well as Los Angeles in California and Vancouver, Canada.
Play to learn
Organised by APRU (the Association of Pacific Rim Universities), which brings together tertiary education institutions in technology hotspots such as California and Hong Kong, Metagame Conference 2021 emphasised how electronic games and e-sports are boosting education and playing a growing role in solving real-world issues such as emissions-reduction and conservation.
“We are all getting used to new ways of communicating in the metaverse,” Sherman Cheng, APRU CFO said, explaining the three-cities format. “We have virtual conferences, meetings and tournaments in the morning, afternoon and evening, with people around the world. In the APRU Senior International Leaders’ Week held in October, we worked with the University of Sydney to create a spatial chat space for networking at the end of each day.”
APRU has three members in Hong Kong – the Chinese University of Hong Kong (CUHK), University of Hong Kong (HKU) and Hong Kong University of Science and Technology (HKUST). “Hong Kong being an education centre was definitely one of the key factors for APRU in deciding on the location for our second MetaGame Conference,” Mr Cheng said. “Our first one last year was also in Hong Kong. But more importantly, as a strategic partner of Cyberport and having APRU’s International University Centre opened here in 2021, APRU wants to support and work with Cyberport to create greater impact.”
Games business
Mr Cheng explained that many universities have incorporated games into their learning – known as gamification – as well as offering courses in games production.
“USC Games at the University of Southern California – an APRU member – has one of North America’s top games undergraduate programmes and is paying homage to gaming trailblazer Gerald ‘Jerry’ Lawson by establishing an academic endowment in his name. Lawson was a Black engineer who led the design of one of the earliest game consoles.”
Giving an example of using games for the greater good, Mr Cheng pointed to the University of Washington (an APRU member in Seattle), which is participating in the Campus Conservation Nationals, a competition to conserve energy and water on campus. “The competition is part of a gamification trend – using game mechanics to engage people to achieve non-game goals. [The university] views it as education outside the classroom, a catalyst that will change how students think about their lifestyles.”
Giving an example from Asia, he referenced the Yong Loo Lin School of Medicine of the National University of Singapore (also an APRU member), which has created an innovation called HEALING, or Health Economics Awareness LearnING, a technology-enhanced simulation game that educates medical students on the importance of healthcare economics.
“The main pedagogy in this game utilises information and knowledge in healthcare spending, including the cost of investigations and treatments as well as methods of financing hospital bills, to train players on what constitutes optimal cost-efficient clinical care to patients,” Mr Cheng said. “Through this learning tool, learners are exposed to diverse clinical scenarios involving patients of various demographic profiles which require their decision-making on the ordering of investigations and management procedures.”
Turning to Hong Kong, he said: “HKU’s Department of Computer Science offers a course on Computer Game Design and Programming. This course introduces the concepts and techniques for computer game design and development. Topics include game history and genres, game design process, game engine, audio and visual design, 2D and 3D graphics, physics, optimisation, camera, network, artificial intelligence and user interface design. Students participate in group projects to gain hands-on experience in using common game engines in the market.”
Multitasking
Other examples include CUHK’s Computer Game Development and Video Game and Play Culture courses. Such courses in computer game development touch on many facets of computer science, including computer graphics, artificial intelligence, algorithms, networking, human-computer interaction, music and sound, allowing students to get a hands-on experience in designing and implementing real-world computer games. HKUST offers a similar computer game development course.
Mr Cheng said that the Playing for the Planet Alliance, facilitated by UNEP – the United Nations Environment Programme – is a good example of how business and industry can support conservation and wildlife protection through game design.
“The Playing for the Planet Alliance was launched during the Climate Summit at the UN Headquarters in New York. In total, the members of the alliance (including the biggest gaming companies) have the ability to reach more than 1 billion video game players. In joining the alliance, members have made commitments ranging from integrating green activations in games, reducing their emissions, and supporting the global environmental agenda through initiatives ranging from planting millions of trees to reducing plastic in their products.
“Our speaker at the APRU MetaGame Conference, Sam Barrett, Chief of Youth, Education and Advocacy Unit, Ecosystems Division, with UNEP, founded the Playing for the Planet Alliance as a collaboration with the video gaming industry to nudge gamers’ behaviour and push the industry to use cleaner energy.”
February 18, 2022
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APRU Esports Fellowship Program Welcomes the 2nd Cohort of Student Leaders
The APRU Esports Fellowship Program completed the orientation session for its 2nd Cohort on January 22, readying participants for the cohort’s first workshop in March.
Led by Tecnológico de Monterrey and in partnership with Cyberport, the APRU Esports Fellowship Program is an international network of student leaders engaged in next-generation learning experiences that support the growth of healthy, vibrant Esports communities. The program places students in internships and jobs and cultivates an alumni network that is accretive to both the fellowship and APRU Esports participating universities.
Cyberport, owned by the Hong Kong SAR Government, is an innovative digital community with over 1,500 start-ups and technology companies.
“Whereas the program’s 1st Cohort involved seven universities and 38 students, the 2nd Cohort is today welcoming eleven universities and 69 students, reflecting that universities and people are keen to come aboard,” said Pille Kustala, Director of International Business at Tecnológico de Monterrey.
“Having completed six workshops and five capsule projects during the 1st Cohort, students have become familiar with each other and everybody is excitedly anticipating the 2nd Cohort,” she added.
Terence Leung, Senior Manager of Esports and Youth Team of Cyberport, pointed out that Cyberport and APRU have since 2020 been cooperating to promote the esports industries to students and nurture talents. Leung noted that Cyperport and APRU have jointly conducted two metagame conferences, APRU’s 1st global esports tournament, an esports paper award as well as the APRU Esports Fellowship Program.
“Although Hong Kong is relatively new to esports development, we have many advantages, such as good infrastructure and experience in hosting largescale events, and the Hong Kong government has identified esports as an economic sector with good growth potential,” Leung said.
“We are very confident that our joint efforts can maximize impact in fostering this promising industry together,” he added.
Motohiro Tsuchiya, a professor of Graduate School of Media and Governance at Keio University in Japan and Deputy Director at Keio University Global Research Institute (KGRI), shared that although he is not an esports player, he clearly sees the need to make students familiar with the industry.
“Japan is game-friendly country, as reflected by the esports population keeping growing despite the overall population declining every single day,” Tsuchiya said.
The Fellowship Program’s 2nd Cohort features student-led workshops on topics such as, marketing, promoting and sponsorship, broadcasting, streaming, and game design. It features informal networking sessions to support students in developing an international network of next generation leaders. The program will also bring in esports experts and leaders to share their experiences in the industry and provide their expertise. Finally, the program will also feature a tournament to further university esports clubs’ international recognition.
The 2nd Cohort’s Graduation Ceremony and Final Presentations are scheduled for June.
More information about APRU Esports Fellowship Program 2nd Cohort at here.
February 16, 2022
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UP hosts the first virtual APRU Undergraduate Leaders’ Program
Download and view the post-event report here.
The University of the Philippines (UP) successfully hosted the first virtual APRU Undergraduate Leaders’ Program 2021 with the theme, “Sahaya: Science and Arts, Harnessing the Youth’s Advocacies” from 18 – 29 October 2021.
A total of 29 undergraduate students from 13 participating universities located in the Asia and the Pacific participated in the 12-day program.
The Opening Ceremony was graced with Hon. Loren Legarda, 3-term Senator, Deputy Speaker, and Representative, Lone District of Antique and Dr. Howarth Bouis, Director of HarvestPlus (2003 – 2016) as the keynote speakers along with UP Officials, President Danilo Concepcion, and Vice President for Academic Affairs Maria Cynthia Rose Banzon Bautista and APRU Secretary General, Dr. Christopher Tremewan.
The UP Concert Chorus also gave a heartwarming performance of “I’ll Be There” and at the end of the program, participants were able to have a glimpse of the University of the Philippines and its constituent units through a virtual campus tour.
For the succeeding days, different academic units of the university facilitated workshops and activities with topics on Digital Literacy and Critical Digital Literacy, Producing Vlogs, Holistic Habitation, Flourishing Life through Creativity and the Arts, Ensuring Food Security through Sustainable Production and Good Nutrition, Role of Biodiversity in Resilient Development, and Policy and Governance.
Aside from the insightful workshops, a Global Cultural Activity entitled Sahaya Saya! was also held wherein the participants were able to showcase their own culture and interesting facts about their home country.
The participants were grouped into four as they create their vlog as an output for the program. Workshops on production including pre- and post-production were facilitated by TVUP and they have assisted the participants in finalizing their respective outputs. A panel was also invited to provide comments and suggestions on the vlog concepts of the participants.
During the closing ceremony, participants were able to witness performances highlighting the Philippine Culture from the UP Concert Chorus for their rendition of “Kruhay”, “Hamon ng Kasalukuyan” by Kontra-GaPi, and a special performance by Asst. Prof. Eman Jamisolamin of the College of Music of the University of the Philippines Diliman. Aside from these performances, the vlogs made by the participants were also presented.
As the last day of the program, Mr. Jonas Angelo Abadilla of the University of the Philippines Diliman and Mr. Kun Woo Park of Korea University delivered the response on behalf of the participants of Sahaya 2021.
Sahaya 2021 was then formally closed with a message from Dr. Grace Javier Alfonso, Executive Director of TVUP and the Chair of the Local Organizing Committee along with a highlights video that wrapped up all the workshops and activities for the past 12 days.
The APRU ULP 2021 Sahaya will not be possible without the support of the Association of Pacific Rim Universities (APRU), the APRU ULP 2021 Local Organizing Committee, TVUP, and the UP Office of International Linkages. To view more information about the program and to watch replays of the sessions, you may visit https://apru-ulp.org/.
Resources (Student vlogs)
GROUP 1 – THE CHAMPIONS
Topic: Are you overconsuming your planet?
GROUP 2 – THE YOUTH ADVOCATES
Topic: Taking the First Step
GROUP 3 – AvocaDO!
Topic: Youth Volunteers for Edu-e-Work
GROUP 4 – MMACAS
Topic: Happy Land
For more information about the program, please visit Undergraduate Leaders’ Program.
For more information about ULP 2021, please visit the event webpage.
January 24, 2022
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Congratulations to the 1st Cohort of the APRU Esports Fellowship Program Participants
The graduation ceremony of the APRU Esports Fellowship Program 2021 and the feedback workshop of the Capstone Project were held on November 18, 2021, featuring several successful Esports pioneers who encouraged APRU students to pursue careers in this dynamic industry.
Led by Tecnológico de Monterrey university in partnership with Cyberport, Hong Kong’s hub for digital technology, the APRU Esports Fellowship Program is an international network of student leaders who support the growth of vibrant Esports communities.
The Capstone Project, hosted by APRU, involved university-based student teams developing action-oriented strategic growth plans to drive Esports-related initiatives forward at their respective universities. Each team worked with an advisor at their university who guided them through the process of developing the proposed plan.
“During my time as a student, I have been able to gain experiences I could have never imagined and make friends that share my passion,” said Zach McKay, Co-President at UBC Esports Association.
“I was given the unique opportunity to equip myself with tools to work in the Esports industry after university, and I am sure my fellow students here can appreciate and relate to my experiences,” he added.
Similarly, Ray Ng, Esports Manager at Cyberport Hong Kong, explained how he started working as a part-timer in the Esports industry after graduating from university and then secured his first fulltime position after one year. That was not as easy as it seems, Ng emphasized, as he had to endure many ups and downs, with some amazing companies turning him down.
“Despite these setbacks, I continued build up my connections in the industry,” Ng said.
“When you are looking into the mirror, you should always think who you want to become, and then you can go ahead making a difference in the world of gaming and Esports,” he added.
Sean Zhang, CEO and Co-founder at Talon Esports, shared his view that the Esports industry is going to grow quickly to eventually surpass many traditional sports. He pointed out that passion is the most important thing for anyone seeking to pursue a career in Esports.
“The hours are long, there is a lot to do, but if you do your work, it will be incredibly rewarding regardless of where you are, because there are fantastic Esports teams around the world,” he added.
We congratulate the 26 students who graduated from the Esports Fellowship Program 1st Cohort. They represent 5 APRU universities including:
Far Eastern Federal University
National University of Singapore
Tecnológico de Monterrey
The University of British Columbia
University of Washington
January 15, 2022
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APRU on SCMP: Virtual foreign exchange allowing students to ‘study abroad’ without leaving home will outlast Covid-19
Written by Professor Rocky S. Tuan
Original post on SCMP
A lecturer at the Hong Kong Polytechnic University leads an online class on March 17, 2020. Photo: Xiaomei Chen
Knowledge has no boundaries. This is especially true in a global society, with more and more students crossing borders to access overseas education. Going abroad to study or on exchange has become a rite of passage for millions of young people around the world.
According to an OECD report published in 2020, the number of tertiary students pursuing education in a foreign country reached 5.6 million in 2018, more than doubling over the last 20 years. The Organisation for Economic Cooperation and Development also projected that the international student population is likely to reach 8 million by 2025.
This phenomenal growth is attributed to the rise of the middle class in developing economies as well as a shortage of high-quality institutions in much of the developing world. The relative affordability and accessibility of international air travel, as well as the rapid development of communication technology, means students can be increasingly mobile while remaining connected to friends and family in their home countries.
But the emergence of Covid-19 changed all this. As with so many areas of our lives, the pandemic has massively disrupted the traditional approach to international education; it threatened to erase decades of progress as the world retreated into quarantine almost two years ago.
Travel restrictions, border closures, public health measures and pandemic politics have led to a significant decline in international student enrolment levels in most leading host countries.
International students in Sydney, Australia, return to China following the outbreak of Covid-19, on August 20, 2020. Photo: Reuters
Short-term exchange programmes, which are the backbone of the internationalisation agenda for so many universities, have seen a particularly sharp drop. Short-term overseas experiences are critical for fostering people-to-people links across nations, and provide students with the cultural smarts to forge global careers. Their absence is a potential tragedy for globalisation.
Demand for full-degree programmes in top host countries has declined by as much as 20 per cent, but short-term programmes have fallen even further, with demand in many cases evaporating altogether. As universities and analysts think about recovery, it is forecast to take at least five years for international student mobility to return to pre-pandemic levels.
What are universities doing about this, and where does a place like Hong Kong fit in?
Far from passively waiting for borders to reopen, universities have been reimagining their approach to student mobility and harnessing the power of technology to deliver immersive international student experiences.
This is much bigger than putting everything on Zoom or other virtual platforms. The novel approach has the potential to revolutionise access to international experiences and make global education accessible to anyone with an internet connection, rather than merely to those privileged few with financial means to jump on a plane and spend up to a year in a foreign land.
According to a survey by the International Association of Universities in 2020, 60 per cent of universities have replaced physical student mobility with virtual mobility or collaborative online learning.
Hong Kong is a global city, and its openness to international talent has underwritten much of its development and prosperity – the territory was simply not built to be isolated from the rest of the world. The pandemic could have been catastrophic to its educational exchanges, and indeed to the very fabric of Hong Kong’s people-to-people links with mainland China and overseas.
Home to four top-100 global universities and the headquarters of the Association of Pacific Rim Universities (APRU), an alliance of 61 leading universities from four continents on both sides of the Pacific, Hong Kong has taken a leadership role in developing innovative solutions which allow crucial international student exchange to thrive despite the headwinds of a once-in-a-century global health crisis.
One prime example is the Virtual Student Exchange (VSE) programme conceptualised and managed by the Chinese University of Hong Kong under the auspices of APRU.
Launched in August 2020, the exchange programme enables students of APRU member universities to take online academic courses on a plethora of topics and participate in culturally enriched co-curricular programmes as well as establish social peer networks, without needing to leave their home countries.
Tech-driven and highly immersive, the programme received a commendation at the Times Higher Education’s prestigious Asia awards in 2021. Today, thousands of students from around the world have completed an exchange via the Virtual Student Exchange, and such virtual international experiences look set to endure post pandemic.
Students of Chinese University of Hong Kong celebrate their graduation on November 4 last year. Even as we recover from the pandemic, the virtual student exchange platform pioneered during the pandemic is likely to endure. Photo: K. Y. Cheng
This has got to be a good thing for expanding access to high-quality university education and achieving one of the UN Sustainable Development Goals – to ensure inclusive and equitable quality education and promote lifelong learning opportunities for all.
Academic studies show that students who undertake international exchange outperform their peers in areas such as teamwork, empathy, work ethic and communication – areas essential for the future of work and economies everywhere.
It is clear that, as much as we all yearn for the return of quarantine-free international travel, a simple return to physical overseas experiences would mean only those with adequate economic means can benefit from them.
As the world thinks about navigating a new normal at the other side of this seemingly endless pandemic, it is fitting that Hong Kong – Asia’s World City – is blazing a new trail for the future of international education.
January 12, 2022
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UH News: Esports fellowship creates global opportunities for UH students
Written by Marc Arakaki
Original post on University of Hawai’i News
University of Hawaiʻi at Mānoa esports has solidified its standing as one of the top 10 university esports programs in the nation. Now, five students have been chosen for an international fellowship, which will bring more experience and knowledge back to the program.
The Association of Pacific Rim Universities is a consortium of 61 universities across the Pacific region, including North America, Asia, Oceania and South America. The second cohort of its esports fellowship program will bring together dozens of students from its member institutions to discuss, share and collaborate on growing opportunities in the esports industry, with a special focus on the Asia region.
Students were selected based on a nomination process by their advisors. They will attend monthly meetings virtually with other participants throughout the spring semester.
“I’m most looking forward to getting a more global perspective on esports,” said UH Mānoa student Kwan Ho Cheung. “I think my current perspective is all about franchising and less so about what goes on behind the scenes of an esports broadcast, and all the intricate parts required to pull off some of the international events, the pinnacle of esports.”
Lana Kawauchi added, “This is such an amazing opportunity and unlike anything I have ever participated in before. I’m looking forward to networking with students from all across Asia and working with them to create healthy environments in the esports community. I’m also looking forward to being placed in jobs and internships with companies that will help us achieve these goals.”
The other UH Mānoa participants are Kelsy Padilla, Alohi Tolentino and Micah Tossey.
“The fellowship will provide the selected students with an understanding of how the esports industry in Asia (Hong Kong, Japan and Korea) works, with educational, networking, business and internship opportunities. I am excited by the development of the academic and curricular component of our esports program at UH Mānoa,” said Nyle Sky Kauweloa—a communication and information sciences PhD student, head of the UH Mānoa Esports Task Force in the College of Social Sciences and instructor.
UH’s position within the Asia esports market is crucial as the State of Hawaiʻi is in a prime location that bridges the East and West. One of the reasons why UH was selected as a host site for the Overwatch League’s summer tournaments, playoffs and grand finals was to improve the online latency difference as teams from North America and Asia competed virtually head-to-head in real-time.
Visit the UH esports team’s Twitter and Discord pages. More stories on UH’s esports program.
This program is an example of UH Mānoa’s goal of Enhancing Student Success (PDF), one of four goals identified in the 2015–25 Strategic Plan (PDF), updated in December 2020.
More info about APRU Esports Fellowship Program 2nd Cohort
January 11, 2022
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APRU Metagame Conference 2021 Returns at Cyberport’s Annual Digital Entertainment Leadership Forum
HONG KONG–(BUSINESS WIRE)–In partnership with Cyberport, the 2nd Association of Pacific Rim Universities (APRU) Metagame Conference will take place within a broader convening titled the Digital Entertainment Leadership Forum (DELF) hosted at Cyberport in Hong Kong, December 10-12, 2021 in hybrid format (virtual and in-person). Focusing on Hong Kong as an emerging esports leader in the region, leading scholars and industry professionals will gather to examine how this captivating industry can further its scope within universities and society from esports as digital entertainment to developing career pathways for students in the esports ecosystem.
“The skills that are learned in esports can be applied to any industry. Students are learning how to work effectively in diverse teams, across geographies, how to lead and communicate. Courses relating to esports can be multidisciplinary, across the creative arts, business, computer science and engineering, social sciences, law, neuroscience and many more,” said Dr. Christopher Tremewan, Secretary General of APRU. “APRU connects universities and students across the Pacific Rim through international esports coordination. As an international network, we aim to develop a comprehensive esports platform for APRU member universities to help students develop their skills through fellowship programs, student competitions, tournaments, equity initiatives, career development, and more.” The panel is also expected to touch upon opportunities for esports regarding metaverse, blockchain, digital arts and other emerging technologies.
Mr. Peter Yan, CEO of Cyberport, said, “Talent cultivation is one of the three strategic pillars of Cyberport. Our partnership with APRU has allowed us to explore ways to cultivate leaders of tomorrow through the lens of esports and the expansive value chain within this growing industry. With the 2nd APRU Metagame Conference as part of the flagship DELF event, the recent establishment of the APRU International University Centre at Cyberport, and several collaborations in the works, we look forward to further coupling APRU’s international network of universities with the flourishing digital entertainment community at Cyberport to help young talents hone their skills and delve into an exciting career in esports.”
The conference will also shed light on how gaming as digital entertainment can play a leading role in solving environmental challenges such as wildlife conservation, decarbonization, and even diversity and inclusion. The discussions will feature case studies from universities and experts, including a keynote address from Mr. Sam Barratt, Chief of Youth, Education and Advocacy Unit, Ecosystems Division, The United Nations Environment Programme (UNEP). “We want to inspire the gaming industry to think about what role they can play in tackling both the climate and nature crises,” said Sam Barratt.“Gaming is the most powerful entertainment medium in the world reaching some 2.7 billion globally, reaching across all geographies and generations. The awe of landscapes has always been a big part of the back-drop of gaming. Now we want to bring these issues into the foreground for gamers and the industry so that combined, their efforts are harnessed for the good of the environment.”
More interesting findings will be offered at the conference along with the signature League of Legends Wild Rift show match to officially kick off the regional tournaments in North America and Asia Pacific with Nexten Esports.
To learn more about the future of esports and the opportunities it presents, register today at www.apru.org/event/apru-metagame-conference-2021
About APRU
As a network of 61 leading universities linking the Americas, Asia and Australasia, APRU (the Association of Pacific Rim Universities) brings together thought leaders, researchers, and policy-makers to exchange ideas and collaborate on effective solutions to the challenges of the 21st century. We leverage collective education and research capabilities of our members into the international public policy process. In the post-pandemic era, our strategic priorities focus on providing a neutral platform for high-level policy dialogue, taking actions on climate change, and supporting diversity, inclusion, and minorities. APRU’s primary activities support these strategic priorities with a focus on key areas such as disaster risk reduction, women in leadership, indigenous knowledge, virtual student exchange, esports, population aging, global health, sustainable cities, artificial intelligence, waste management and more.
For more information, please visit www.apru.org
About Cyberport
Cyberport is an innovative digital community with around 800 on-site start-ups and technology companies. It is managed by Hong Kong Cyberport Management Company Limited, wholly owned by the Hong Kong SAR Government. With a vision to be the hub for digital technology, thereby creating a new economic driver for Hong Kong, Cyberport is committed to nurturing a vibrant tech ecosystem by cultivating talent, promoting entrepreneurship among youth, supporting start-ups, fostering industry development by promoting strategic collaboration with local and international partners, and integrating new and traditional economies by accelerating digital transformation in public and private sectors.
For more information, please visit www.cyberport.hk
Contacts
Jack Ng, Director, Communications, APRU
jack.ng@apru.org
Diane Chow, Associate Account Director, Gusto Luxe
Diane.chow@gusto-luxe.com
January 4, 2022
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Winners of APRU Student Esports Paper Competition and Awards 2021
Business Models for the Esports Industry
1st Place
Title: Paving the Road: Exploring Esports Models and Marketing Opportunities in University
Student: Zachary McKay
University: The University of British Columbia (CANADA)
2nd Place
Title: Two Islands in the Pacific
Student: Reyn Seki
University: University of Hawaiʻi at Mānoa (USA)
Esports for Social Good
1st Place
Title: Esport’s Legacy of Social Good
Student: Kaden MacKay
University: The University of British Columbia (CANADA)
2nd Place
Title: Women’s experience of sexism and objectification in the eSports and gaming community
Student: Gabdulkhaeva Leysan, Suprun Elizaveta, Malenkova Elizaveta
University: Far Eastern Federal University (RUSSIA)
Health/Wellness in Esports
1st Place
Title: The Psychological Impacts of eSports Gaming: A Detriment or a Lifeline in Disguise?
Student: Rosarita Ridhwan De Cruz
University: National University of Singapore (SINGAPORE)
2nd Place
Title: E-Sports: Motivations and Life Goals
Student: Liaw Yan Xin, Seah Kia Luck, Mah Kim Chuan, James
University: National University of Singapore (SINGAPORE)
More information about the competition at here
Revisit the student paper competition presentation on YouTube:
December 11, 2021
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APRU Games and Esports Research Working Group
Objective
The APRU Games and Esports Research Working Group takes an active role in the development and implementation of Program activities to considerably advance the study of the esports ecosystem and our collaboration across the APRU network, including:
Research collaborations: Harness multidisciplinary partnerships representing different types of academic institutions, working in different regions, and engaging in all divisions of the esports ecosystem and esports-related research.
Education: Facilitate discussion and potential collaboration among APRU members with diverse approaches to address rising demand for education in esports.
Policy and University impact: Build the capacity of the working group to engage international funding agencies, influence regional leaders, and make an impact on institutional codes of conduct.
Membership
The Core Group consists of a Chair/Co-chairs, members and APRU Secretariat representative(s).
Core Group Membership is open to:
Experts in charge of esports and related areas within APRU member universities
Academic experts with expertise in esports ecosystem research, teaching, mentorship, tournaments development, events, and coordination.
Scope of Activity
Members are expected to contribute and actively engage (on a regular and ongoing basis) by:
participating in teleconferences or physical meetings to ensure decisions are collectively received and acted upon;
taking an active role in the implementation and delivery of APRU esports activities;
serving as a consultant or facilitator of APRU Esports workshops and other related meetings;
serving as a champion or ambassador of APRU Esports at external events and internally within your university to solicit engagement and support across all levels.
Main Contact: Jackie Wong (jackie.wong@apru.org)
Chair of the Working Group
Prof. Patrick Williams
Associate Professor, Sociology
Nanyang Technological University, Singapore
J. Patrick Williams (PhD) is Associate Professor of Sociology at Nanyang Technological University, Singapore. His primary areas of research are culture and identity, wherein he splits his time between the study of subcultural identity and authenticity on the one hand, and game-related experiences and identities on the other. Among his many publications, he has authored and edited several books on culture, identity and/or games, including Gaming as Culture: Essays in Social Reality, Identity and Experience in Fantasy Games (2006), Subcultural Theory: Traditions and Concepts (2011), and Studies on the Social Construction of Identity and Authenticity (2020). His current research focuses on the significance of DIY culture and identity in the growth of esports in Singapore.
Core Group Members
Prof Peichi Chung
Associate Professor, Department of Cultural and Religious Studies
The Chinese University of Hong Kong
Prof Peichi Chung received her Ph.D. from the Department of Telecommunication, Indiana University-Bloomington. Her teaching and research interests include new media and digital culture. In her teaching, she focuses on new development in media cultural studies. She examines issues related to new media production and cultural policy in sub-regional locations within Asia. Her research focuses on media industry analysis at both corporation and government levels. Along with her previous projects, her current works include cultural preservation of Hong Kong in video game. Her co-edited book, Media Technologies for Work and Place in East Asia: Critical Perspectives toward Japan and the Two Koreas, was published by Bristol University Press in 2021.
Prof Jon Festinger, Q.C.
Adjunct Professor, Peter A. Allard School of Law
The University of British Columbia
Jon Festinger, Q.C. (LL.B., B.C.L. 1980 (McGill University)) is a Vancouver, British Columbia based lawyer, strategic advisor, educator and volunteer.A graduate of McGill’s Faculty of Law, Jon began his legal career in private practice, in turn becoming General Counsel of WIC Western International Communications, Senior VP of the CTV Television Network, and Executive VP, Business & General Counsel of the Vancouver Canucks. Jon practices law in the areas of digital media, creative freedoms as well as entertainment, communications and sports law. Currently Jon is Chair of viaSport British Columbia, Vice Chair of The IBD Centre of British Columbia, and a Trustee and Member of the Executive of the BC Sports Hall of Fame.
In addition, Jon is a Professor of Professional Practice at Simon Fraser University, a faculty member at the Centre for Digital Media, and Honorary Industry Professor in the Centre for Commercial Law Studies, Queen Mary University of London (U.K).
Jon has taught media, entertainment, communications and corporate law topics for going on three decades. He is Adjunct Faculty at the Peter A. Allard School of Law, University of British Columbia, teaching courses in “Video Game Law” (Fall 2020), Intellectual Property Law (Spring 2021) and “Communications law” (Spring 2021). He is also an Adjunct Professor [Law] at the UBC Sauder School of Business teaching “Law of Business Organizations and Corporate Governance” as well as a Sessional Lecturer at the Thompson Rivers University Faculty of Law teaching various corporate administrative, international, sports, entertainment, and media law related courses.
Prof Tara Fickle
Associate Professor of English
University of Oregon
Tara Fickle is Associate Professor of English at the University of Oregon, and Affiliated Faculty of the Department of Indigenous, Race, and Ethnic Studies, the Center for the Study of Women in Society, and the Center for Asian & Pacific Studies. Her first book, “The Race Card: From Gaming Technologies to Model Minorities,” (NYU Press, 2019, winner of Before Columbus Foundation’s American Book Award), explores how games have been used to establish and combat Asian and Asian American racial stereotypes. Fickle is currently working on a digital archive and analysis of the canonical Asian American anthology, Aiiieeeee!, with additional research projects on Chinese gold farming and the racialized dimensions of esports. More information can be found at tarafickle.com.
Mr. Mathew Jessep
Senior Fellow
The University of Melbourne
Principal Lawyer, Game Legal
Mat is a pioneer and leading lawyer and consultant in the fast-growing esports sector, acting for clients with interests in leagues and teams in Europe, North America, Australia, and Asia. As a dedicated Sports lawyer, Mat has acted for National Sporting Organisations, State Sporting Organisations, sponsors, broadcasters, and leagues and event operators. In the media and entertainment industries, Mat has advised video game designers and studios, film producers, artists, authors, creatives, podcasters, streamers, and tech start-ups. Mat is admitted in the Supreme Court of NSW and is on the roll of the High Court of Australia. He regularly speaks to the media on sports, esports, and entertainment topics and is also an active member of the US-based Sports Lawyers Association (SLA) as well as the Australia and New Zealand Sports Law Association (ANZSLA). Mat is an honourary Senior Fellow at the University of Melbourne Law School where he is the course coordinator and lecturer of the ‘Esports and The Law’ subject, as well as being a casual academic at the University of Technology Sydney where he teaches the ‘Sports Law’ in the Faculty of Law.
Dr Mark R Johnson
Lecturer in Digital Cultures, Department of Media and Communications
The University of Sydney
Dr Mark R Johnson is a Lecturer in Digital Cultures in the Department of Media and Communications at the University of Sydney. His research focuses primarily on live streaming and Twitch.tv, as well as esports, game consumption and production, and gamification and gamblification. He has published in journals including “Information Communication and Society”, “New Media and Society”, “Games and Culture”, and “The Sociological Review”. Outside academia he is also an independent game designer best known for the roguelike “Ultima Ratio Regum”, and a regular games blogger, podcaster, and commentator.
Prof Dal Yong Jin
Distinguished SFU Professor and Director, The Transnational Culture and Digital Technology Lab
Simon Fraser University
Mr. Nyle Sky Kauweloa
PhD candidate and Head of the UH Esports Academic Task Force
University of Hawaiʻi at Mānoa
Nyle Sky Kauweloa is a PhD candidate at the University of Hawaii’s Communication and Information Sciences program. Broadly, his research interests are at the intersection of technology, society, and gaming. His dissertation work is an ethnographic study of the still-emerging scene of college esports in the United States, which included his doing fieldwork at the University of California, Irvine. His most recent writing on esports is a book chapter (“The Emergence of College Esports in North America”) for Global esports: Transformation of Cultural Perceptions of Competitive Gaming (2021). Outside of research, Mr. Kauweloa serves on the board of the Electronic Gaming Federation (a collection of 40 Division-1 colleges with esports programmatic investments), and the newly launched VOICE, a non-profit of college esports leadership in higher education.
Dr Rohan Miller
Senior Lecturer
The University of Sydney
I actively engage with industry, government and some very smart colleagues within and external to the University.My academic research and elements of my service often also have an applied focus and relates to real world problems and data. This work is typically “topical” and of interest to local, Australian and international media, policy makers and publishable in top international journals. For example, I am presently working on projects related to Sydney’s night economy and alcohol related violence, modelling a content provider’s marketing eco-system over time, the relationship between problem gambling and gambling availability over time and disposal (including waste and recycling) as a function of consumer behaviour. In order to enrich my students’ learning experience, I integrate current industry practice and resources into my teaching practice.
Prof Tae-Jin Yoon
Professor, the Graduate School of Communication and Arts
Yonsei University
Dr Yupei Zhao
Deputy Director, International Cooperation and Exchange Office
Zhejiang University
Dr Yupei Zhao (PhD in University of Leicester, UK) is an “Hundred Talent Program Young Professor” and doctorial tutor in college of Media and International Culture in Zhejiang University. She is currently vice chair-elected of International Communication Association Popular Media and Culture Division, vice dean of Chinese Society for Science and Technology Jounalism in Game and eSports Communication Research Professionals. Co-founder of UK-China Media and Communication Association. Before joining ZJU, she was working as a senior research associate in school of Communciation and Design in Sun Yat-sen University. Meanwhile, Yupei Zhao has been invited as senior researcher in Institute of Asia and Pacific Studies, China Policy institute at University of Nottingham (UK), and the Eurasian Sport Industry at Emlyon’s Shanghai Campus, visiting professor in Xi’an-Liverpool University and Beijing Institute of Technology.
Her research interests widely include mixed-methods use to examine digital culture and platformalization, global communication, media culture and industry. Particurly, she pays more attentions on eSports culture and industry, digital music and culture, fandom culture, media and platformalization. She has a PhD and MA focusing on Political Communication and New Media in University of Leicester (UK) since 2010 to 2016. Thus far, she is PI for twelve research funding projects, and her research has appeared in International Journal of Cultural Studies, Journal of Cultural Economy, International Journal of Communication, Social Science Quarterly, Sage Open, Social media + Society, Media International Australia, popular music and society etc. She got “The Best Paper” Paper Award in both 2020 and 2019 International Communication Association Popular Media and Culture Division, and 2019 European Association for Sport Management.
November 30, 2021
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Esports Webinar Series by YESPORTS and APRU helps exploring career opportunities
Global esports career development platform YESPORTS and APRU recently convened five Asia Pacific Esports leaders in webinar series to empower students, administrators, and university leaders to make the most informed decisions about participation in Esports and assist in exploring students’ career opportunities for the future.
On the 3-session agenda held July 7-28 were Career Plan For Young Gamers; Esports Player Contracts: Common Clauses And Potential Legal Issues; and Marketing Strategies in Esports.
The Esports Industry Requires a Multi-disciplinary Skillset
Speakers at Session 1, Dr. Baro Hyun, founder of an unprecedented Esports advisory practice at KPMG Consulting, Japan; and Joe Jacko, the League of Legends Head Coach at the University of Southern California, shared their Esports career pathway and gave suggestions on personal Esports career development.
Jacko recalled how he started his Esports carreer with winning over US$20,000 in sponsorships with teams he had created. “That helped me to sort out coaching positions in universities across the country, from Delaware to California,” Jacko said. “It allowed me to take a dive into all the important issues and to directly tie my academic pursuits to gaming and Esports,” he added.
Inequalities in Esports and Unionization of Players
Speaker at Session 2, Mathew Jessep, Senior Fellow, The University of Melbourne, and Principal Lawyer, Game Legal, informed the contractual relationship between Esports teams and players and gave an idea on how these contracts can take shape and be implemented.
Jessep shared his experiences of building his own career from a sports lawyer and expanding to esports. “Seeing esports through a sports law lens, I saw many cross issues, such as sports governance and sports integrity,” Jessep said. “But I also identified some gaps, which I have since been trying to address,” he added.
Jessep provided a summary of notable judgements which provide a basis for players’ rights. While the outcomes of such judgements have a long way to go with regard to adopting practice into policy reform, Jessep offered examples where governments and players’ unions and associations have opportunities to take on a bigger role in providing support and services to players across the spectrum of the industry.
Marketing Strategies in Esports
Session 3 focused on marketing strategies. Aiman Arabain, Founder, NAJIN ESPORTS Streamer Content Creator; and Kamilla M. Sumagui, Team Owner of The Refuge Esports and formerly PH Bandits Management of UCLA PH, spoke at Session 3, provided first-hand experiences, as industry professionals, about building careers in Esports.
“When I first got into the Esports business I had been the manager of the National Federation of Cycling [of the Philippines] and found that there were a lot of hindrances in the Esports scene, such as lack of knowledge in marketing and business management,” Sumagui said in Session 3.
“People saw a lot of potential in my expertise, and now I am sitting here and am happy to share my expertise with a larger international audience,” she added.
Summary of the Webinar Series
The Esports Webinar Series involved YESPORTS and APRU pointing out that with an average retirement age of 25 for professional gamers, a career in Esports has been long stigmatized. However, with much more robust career offerings throughout the entire ecosystem, players can now see beyond the gamer role as viable career pathway.
More information about the webinar series and Revisit the webinar recordings >>
August 23, 2021
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Cyberport Brings Together Hong Kong and Pacific Rim Youth for Esports Exchange
Original by Cyberport, Media OutReach
Workshop Organised with APRU Teaches How to Win Heavyweight Brand Sponsorships for Esports Development
HONG KONG SAR – Media OutReach – 30 April 2021 – Hong Kong Cyberport and the Association of Pacific Rim Universities (APRU), a consortium of 58 leading universities in the Pacific Rim region, today held the APRU Esports Fellowship Workshop on the Cyberport campus and online. Talon Esports, a Cyberport incubatee and well-known organiser of esports leagues, shared its perspective on the esports business ecosystem and how marketing and business sponsorship can benefit the industry’s development. 30 students from universities in Hong Kong and the Pacific Rim, including the Hong Kong University of Science and Technology, the School of Professional and Continuing Education of the University of Hong Kong (HKU SPACE) and the Open University of Hong Kong, joined the workshop and exchanged views with fellow students who share their passion for esports.
Participating students conducted a mock sponsor pitch to enhance their knowledge of the esports ecosystem.
Eric Chan, Chief Public Mission Officer of Cyberport, said, “Cyberport is committed to cultivating local young talent and providing them with diversified entrepreneurship and career opportunities. As a high-growth emerging industry, esports and digital entertainment present younger generations with a rich array of opportunities, from content development to team management and training, and from event planning to brand marketing. Through this workshop, participants learned about the esports industry’s business models and the unique advantages of Hong Kong’s esports companies. Those aspiring to a career in esports could also broaden their horizons and enjoy fruitful exchanges via the APRU network with their counterparts from other universities in the Pacific Rim.”
Industry Leader Shares Tips on Winning Sponsorships
According to the latest forecast from industry research institute Newzoo, the global esports market’s value will reach USD1.084 billion in 2021, representing year-on-year growth of 14.5%. Business sponsorship will account for USD641 million, close to 60% of the total value. This demonstrates that business sponsorship is the esports industry’s bread and butter.
As a Cyberport incubatee, Talon Esports is well-known for its League of Legends team, PSG Talon, as well as for the successful esports events it has staged, such as the VALORANT competitions in Hong Kong and Taiwan which have attracted lucrative sponsorships from a wide variety of businesses including sportswear company Nike, KFC Thailand, Hong Kong virtual bank Mox and gaming seat developer Recaro. Today’s workshop tutor, Sean Zhang, CEO and Co-founder of Talon Esports, noted: “Everything begins with the fans. Esports fans typically represent a very valuable consumer segment for many brands, but they are also notoriously difficult to reach through traditional channels. So the most important thing for us to understand from a partnership perspective is what our partners are looking to achieve, from both a business and a branding standpoint, and then our job is to work out how we can best help them bridge that gap between them and the gaming community in a way that is authentic and adds value for our fans too.”
Sponsor Pitch Simulations
Each participating university, including the Hong Kong University of Science and Technology, HKU SPACE, the Open University of Hong Kong, the Far Eastern Federal University, the National Taiwan University, the National University of Singapore, the Monterrey Institute of Technology and Higher Education, the University of British Columbia, the University of California, Los Angeles and the University of Washington, arranged for two to three representatives to join the workshop. Grouped into five teams, the students were required to conduct a sponsor pitch for a popular esports league. To enhance their knowledge of the esports ecosystem, feedback and suggestions were provided by the tutor.
Organising inter-university tournaments and academic competitions
Dr Christopher Tremewan, APRU Secretary General, said, “Empowering future Esports leaders in the Pacific Rim brought APRU and Cyberport together to create the APRU Esports Fellowship Program. Through Cyberport, the new generation will have access to the resources they need to develop skills and build networks for careers in the thriving Esports industry, including access to over 140 Esports start-ups. A perk of our program is that students will have the exclusive opportunity to pitch to industry leaders after learning about sponsorship relations and insider tips that cannot be found in textbooks. Going forward, we will forge ahead with this partnership and offer more opportunities for students to learn through student-led inter-university tournaments, academic competitions and fellowships.”
APRU is a premier alliance of research universities, established in Los Angeles in 1997 by the presidents of UCLA, Berkeley, Caltech and the University of Southern California. It aims to foster collaboration between member universities to promote economic, scientific and cultural advancement in the Pacific Rim. APRU now has a membership of more than 50 leading research universities.
Organised by Cyberport in partnership with APRU and the Monterrey Institute of Technology and Higher Education, the APRU Esports Fellowship Program is a one-year programme dedicated to the esports industry. Cyberport’s session in Hong Kong is the programme’s third workshop, with the first two hosted by the National University of Singapore and the University of California, Los Angeles. The next workshop is planned for May, and will be hosted by the University of British Columbia. In addition to workshops, the programme also includes competitions which aim to boost the student’s esports skills and techniques.
About Cyberport
Cyberport is an innovative digital community with over 1,650 start-ups and technology companies. It is managed by Hong Kong Cyberport Management Company Limited, which is wholly owned by the Hong Kong SAR Government. With a vision to be the hub for digital technology thereby creating a new economic driver for Hong Kong, Cyberport is committed to nurturing a vibrant tech ecosystem by cultivating talent, promoting entrepreneurship among youth, supporting start-ups on their growth journey, fostering industry development by promoting strategic collaboration with local and international partners, and integrating new and traditional economies by accelerating digital transformation in the public and private sectors.
For more information, please visit www.cyberport.hk.
May 3, 2021
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YESPORTS ESPORTS APPRENTICESHIP Recipient Announced
Original from Yesports
Grooming and supporting the next esports generations of all parts of the world, Yesports announces its recipient for its FIRST Yesports Esports Apprenticeship. After reviewing a pool of remarkable applications, we are thrilled to announce that Samuel He from the University of British Columbia of Canada will be awarded the USD$10,000 apprenticeship to support his college education and esports dream. He was selected out of hundreds of applicants around the world after displaying exceptional academic achievement, extra-curricular participation and passion for esports.
Samuel is a former professional Starcraft2 player under the premier organization Complexity Gaming. His experience in esports spans over 8 years and has played on the top stages such as Red Bull Detroit and MLG Anaheim. Furthermore, he has trained in the Invictus Gaming team house and was also a student of Sasha “Scarlett” Hostyn. He has also been sponsored by NCSoft to compete in England for the Blade and Soul World Championship Qualifiers in 2018. He is studying a Masters of Music under world-famous clarinetist Jose Franch-Ballester and is a recipient of the prestigious British Columbia Graduate Scholarship.
“Thanks so much to Yesports and APRU for hosting this amazing initiative! I believe that the increased involvement of esports within our educational institutions is a strong step forward in popularizing esports as an industry, legitimizing it as a career path, and integrating it as part of our modern-day culture” Samuel said.
Funded by Yesports, the apprenticeship program enables youth to continue their education at the collegiate level while developing their hobbies. The organization has been actively taking part in nurturing all-rounded talents and future leaders in the blooming and dynamic esports communities. This fund helps support those who exhibit the same commitment. Applications were accepted from students who are planning to further pursue their studies in colleges and universities.
“Building on that commitment, in the coming year, Samuel will be our ambassador promoting esports and our brand in his local communities and schools by holding various events and networking with different esports societies,” says Yesports’ Apprenticeship Coordinator, Ms. Ariel Chu. “He will as well show up on our social platforms a lot as he will be creating content for us.”
On the other hand, the recipient will be offered a 4-6 weeks work term at Yesports office based in Hong Kong, a chance to gain invaluable exposure to the esports industry that can give him a competitive edge. “With Yesports, Samuel will get a taste of how an Asian esports company operates, as well as the chance to help organize both online and offline world-class tournaments and events,” Ms. Chu further commented.
Lastly, Yesports welcome all interested students to apply our new series of the Yesports Apprenticeship 2021-2022 which is now opened for application. We want to cater to students of all aspects; therefore, we have created 5 types of scholarships targeting applicants with different talents and skills. Please visit our website for more information.
We look forward to seeing more all-round students like Samuel having the opportunity to glow in the esports world. Congratulations!
For more information,
please visit: https://yesports.asia/
Apply for Apprenticeship: https://www.yesportstalents.com/scholarship
https://www.facebook.com/yesports.asia
For further enquiry, please contact:
Ms. Ariel Chu
arielchu@yesports.asia
+852 6514 9262
Natalie TT Wong
admin@yesports.asia
+852 5622 4680
About Yesports
Yesports, the global O2O hub for talents to meet and connect to international employers and sponsors for unlimited career and business opportunities.
Yesports is a global “esports +” social media platform where gamers meet celebrities for fun and opportunities to show their talent! It connects game lovers to a dynamic world of resources and people.
Yesports Talent showcases talents from around the world and provides a platform for connecting to the corporates to maximize marketing synergies.
Additional Important Information
Yesports does not guarantee any of the applications will be successful in attaining the apprenticeship grant nor does the final amount offered.
As the apprenticeship grant is provided by Yesports, the recipient(s) maybe subjected to additional terms and conditions, not currently presented in this document, as implemented by Yesports. The University does not have any input nor control over any of the terms and conditions as required by Yesports. The nominated recipient(s) should independently decide his/her acceptance of the apprenticeship grant.
April 14, 2021
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APRU on JUMPSTART: How Esports Fellowships Can Pave the Way for A Stable, Ethical, Diverse Industry
Written by Reethu Ravi
Original post on JUMPSTART
With the global esports market valued at US$1.1 billion in 2019 and expected to grow to US$6.81 billion by 2027, esports is beginning to offer serious potential as a career option for young gamers.
Market growth has received a jolt from the increasing popularity of video games, awareness around esports, audience reach, engagement activities, and mobile usage in emerging countries. Technological infrastructure for league tournaments has also improved. Furthermore, esports also experienced a triumphant rise in viewership and audience engagement amid the pandemic.
Amid this shift, universities and colleges are beginning to offer esports programs and fellowships to turn out skilled professional gamers. In the U.S., several universities are offering esports degree courses, and over 100 high schools have started esports programs.
Meanwhile, offering students a curriculum that goes beyond the technical know-how, the Association of Pacific Rim Universities (APRU), a network of leading universities linking the Americas, Asia, and Australasia, launched the first and largest global inter-university Esports Fellowship Program on December 12.
With a vocational scope beyond just the gaming, the program will expose students to a wide range of possibilities in terms of career and employment in esports, according to APRU Secretary-General Christopher Tremewan.
Speaking to Jumpstart, Tremewan adds that along with the technical aspects of the industry, the program will also provide “exposure to some of the issues that are not normally dealt with, within the more technical side or the player side.”
Meanwhile, the research side will explore the psychological impact of gaming and esports and ways to make it “a more healthy industry with elevated ethics on diversity, inclusion, and dealing with the issue of addiction.”
Christopher Tremewan, Secretary-General of APRU
At the end of the year-long program, each student will also have to come up with an original project. Unlike a typical undergraduate program, the APRU fellowship is “an establishment of an international community of professionals who are concerned with the broader shaping of the industry in the future,” adds Tremewan.
“I think the fellowship is a way of starting to provide leadership and the students themselves are already providing leadership in their own settings. But how can institutions then pick up this wonderful leadership and elevate it or give it more influence internationally? And that’s what we’re trying to do,” he says.
How universities can help make the esports industry more stable
Akin to how industries and new technologies go through a hype cycle, followed by downturns and eventual stability, esports is currently at the top of the hype cycle, explains Tremewan. He notes that “there’s a lot of investment going in, but not a lot of profit being made.”
However, the industry is growing, he adds. “It’s a medium shaping the way we interact socially, especially the current generation. So, it’s here to stay, but has a means to become a more stable industry.”
And universities and colleges can go a long way in achieving this. One way, Tremewan says, is by shaping the future of esports through research.
“Looking ahead 10 years – and you can only do that through research – looking at the ways in which we can deal with some of the negative side, but also the positive side. For example, researching what happens to the brain when you’re playing these team sports at a high level and making decisions that split second as a team,” he explains.
In addition to this, business schools are engaged with the business aspects of the industry and how to make it more sustainable, and there are students looking at the therapeutic benefits of gaming. For instance, there’s a lab at UC San Diego that is engaging with autistic people making their own games and looking at how this helps them, Tremewan says.
Furthermore, there are simulation games which look at global issues and ways to solve them.
“As 5G and more virtual reality comes into the picture, the technical aspects of the game will also change radically,” he adds.
Stressing the importance of shaping the industry positively, Tremewan says, “We need to be in on the ground floors, in research institutions [and] educational institutions, making sense of this, and making sure that we shape it in a positive way that contributes to society.”
Not enough universities are providing esports programs
According to Tremewan, a third of the world’s population are watching or playing some form of online game. While most universities are finding out that their students are fully engaged in gaming, not enough universities are “influenced by this new environment into responding.”
Echoing this, Gabriella Leung, co-founder of Hong Kong Student Esports Association (HKSESA), says that there are not many esports programs available in Hong Kong currently. The ones that exist are mostly facilitated by private companies. Leung is enthused about the idea of universities providing a different kind of support.
“That will be very great, because they will do some research, and they’ll have some academic support for it,” she says.
Gabriella Leung, co-founder of Hong Kong Student Esports Association (HKSESA)
Many universities in the Asia-Pacific region are taking up the opportunity, including Yonsei University in Seoul, which has an esports department. While some universities have research groups, others have started to put in place ecosystems that provide academic pathways in esports from high school to tertiary education.
There also diversity courses and projects involving women students, because research suggested that young women who play sports are more likely to study medicine. So universities are exploring programs like the APRU fellowship which can help the students move into another phase of their careers.
Tackling the misconceptions surrounding esports
Tremewan says that while there are several misconceptions about the esports industry, there is also a “real negative side to the industry.” So the key, he says, is to make it clear what the benefits to the society are and to play an active role in dealing with the negative aspects early on.
Taking the example of Facebook, which began in universities, Tremewan says that universities ignored what was happening in their own institutions, and lost out on opportunities to shape and cultivate the social phenomenon Facebook has created. So, rather than waiting until esports has positive and negative effects, as in the case with Facebook, Tremewan suggests that universities need to “recognize it as a huge area of social interaction that we can turn to the benefit of society – economic productivity, education, research, and so on.”
According to Leung, one of the major challenges that gamers in Hong Kong face is the public perception towards esports.
“In Hong Kong, especially for parents and schools, they usually think gaming equals to poor academic performance. And they also think that gaming is very unhealthy – that if we’re promoting esports, we are promoting video game addiction,” she says.
Additionally, Leung says that Asian parents, for whom earning is important, don’t believe that students can earn money through the esports industry.
Leung believes that esports fellowship programs can help change the public’s perception towards this space. Echoing this, Tremewan says that universities engaging with new professional disciplines tends to advance learning and enhance the reputations of such activities.
“For example, if we had any university esports league, it would have very clear ethical standards instead of leaving it just to the publishers of the industry,” he explains.
Compared to traditional sports fellowships, Tremewan says that esports fellowships “are not trying to incentivize top players to come into the university and win games for the university.” Instead, the fellowship plans to take an active role in facilitating employment and “[shaping esports’] future in a responsible way.”
Challenges in Hong Kong
In addition to issues of public perception, gamers in Hong Kong also struggle with the dearth of professional teams in the city. Opportunities are thin on the ground for local gamers to get involved. Leung adds that universities and high schools haven’t introduced esports programs or scholarships. For gamers who want to be an organizer or a caster (a play by play announcer) there are not many ways to learn the techniques.
“[There is] basically no education program for this. So, it is very difficult for them to get a job in the esports industry and get involved in that,” she says.
As a solution, Leung says that it is important for the government and the university to take the lead in educating the public.
“The fellowship program will be a good start. It will be better if there will be a degree program in esports in the universities of Hong Kong. I think the most important [part] is to educate them, and to tell them what esports truly is,” she says.
Furthermore, the networking opportunities that fellowships provide can help promote cross border learning.
“For any sports, it is always good to connect people from different countries, because we can improve ourselves [and] we can know what they’re doing in the industry,” she says, adding that for Hong Kong gamers, it will be beneficial to learn from countries like Taiwan or Korea.
The future
Tremewan says that once the presidents or vice chancellors of universities understand how they can play a role which benefits the university as well as society, “we can see some movement pretty rapidly.”
When universities start to engage with student gamers through education and research, and then engage with the industry and with government, the entire ecosystem will reap the benefits, he adds.
Tremewan says that he’s optimistic about Hong Kong, as the government is supportive of esports. In addition, it is also surrounded by countries which are deeply engaged in esports, such as South Korea.
“We’ve all been sidelined a little bit by the pandemic. But esports is one of the things that has been able to continue, because of the virtual nature,” Tremewan says. “But we’re pretty sure that things again are going to develop quite quickly and Hong Kong could be an important base for shaping a responsible industry internationally.”
Images courtesy of HKSESA and APRU
December 22, 2020
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APRU Launches the First Global Inter-University Esports Conference and Fellowship Program
HONG KONG–(BUSINESS WIRE)–APRU launches the first and largest global inter-university Esports MetaGame Conferenceand Fellowship Program to introduce some of the only international pilot Esports programs with curriculum for students that go beyond technical knowhow.
In partnership with Cyberport, the virtual conference consists of 3 elements – gaming, policy discussions and next generation learning – creating a platform for global gamers to compete while inviting Esports scholars and industry leaders to discuss the emergence of Hong Kong in the international Esports landscape and other Esports topics, such as entrepreneurship, diversity and inclusion, and career pathways.
From gamers and industry partners to students and governments, the MetaGame Conference incorporates the full Esports ecosystem with an aim to expand the purview of the Esports landscape. With Esports’ high economic potential evidenced by its US$1.1 billion in global revenue in 2019, there is tremendous opportunity for career development.
By establishing this program from the Hong Kong headquarters, APRU can facilitate the international collaboration of Esports leaders in the Pacific Rim by connecting students and communities across borders. Hong Kong is the first host city of the MetaGame Conference as an emerging regional Esports hub, future conferences will rotate so that APRU universities can demonstrate their unique capabilities within the Esports ecosystem.
Chris Tremewan, Secretary General of APRU said, “Students are leaders in creating the ecosystem of Esports. It is not just a game but a new way of interacting which is changing society (like social media). Esports holds out opportunities in employment, industry development, education and personal development, public policy leadership and cutting-edge research. The Asia-Pacific region is the dynamic core of the development of a global Esports ecosystem and with APRU’s 56 member universities around the region, we can help establish a sustainable and ethical industry with spinoffs for health and social equity as well as economic productivity.”
“Working with business and government, we are excited to bring a new Esports learning experience to students that not only builds a more sustainable industry but widens employment opportunities far beyond it: business and management, technology and design, performance and health, and socio-economic well-being and appropriate public policy.”
Fellowship Program
Tecnológico de Monterrey, APRU and Cyberport joined in partnership to launch the year-long virtual APRU Esports Fellowship Program today which will foster the growth of critical skills for future Esports leaders by contributing to outcomes for students such as internship and job placement opportunities and activities such as hackathons, pitching competitions and industry networking.
The curriculum goes beyond the technical training related to Esports and focuses on ethical leadership, industry connections, community building, design thinking, entrepreneurship, and cultural awareness. Students will be deeply connected to the entire Esports industry – publishers, leagues, and its technological advancement – for a greater opportunity to develop their Esports skillset and career.
December 14, 2020
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APRU Quarantunes Competition Connects and Uplifts Student Communities through Music, Boosting Spirits during Ongoing Pandemic
HONG KONG–(BUSINESS WIRE)–To bring international university students together by sparking creativity and sharing positivity during the pandemic, the Association of Pacific Rim Universities (APRU) recently launched its Quarantunes student music competition. Attracting 108 impressive entries by students from 13 economies across Asia-Pacific, the Quarantunes competition was organised by APRU Plus, an online hub launched specifically to address challenges during COVID. The winning teams reflected an incredible breadth of international student talent, with the leading entries emerging from student teams in Hong Kong, Taiwan, Mexico, the Philippines, California (USA), Colombia, and South Korea.
With virtually no international student mobility and physical classes halted, students are facing unprecedented disruptions to their studies and university experience. A study conducted this past summer by a higher education research consortium that includes APRU member University of California, Berkeley found that 35% of undergraduate students were positive for major depressive disorder, while 39% had generalized anxiety disorder, a much higher rate than years past. With anxiety prevalent across universities worldwide, APRU Plus provides innovative opportunities for collaboration to bridge the gap created by social distancing.
Conceived as a way to foster creativity and discussion around the importance of mental wellness during this challenging time, the Quarantunes competition gave students a new way to cope with isolation and come together to produce musical works that spread positivity. Each of the students’ submitted songs tells a unique COVID story that helps us see beyond the current difficulties to inspire hope for the future.
“‘Get Down’ is a song that combines dancy, hopeful music and reflective lyrics about the happenings right now. We hope to present an honest yet playful version of the world, inside which people acknowledge the flaws of the society but remain optimistic for a brighter future.” – National Taiwan University and The Chinese University of Hong Kong team
View highlight video and winning entries :
1st Prize (Tied)
“Get Down” – National Taiwan University and The Chinese University of Hong Kong
“Sonos Más” – Tecnológico de Monterrey
3rd Prize
“Six Feet Apart” – University of the Philippines
Special Prize
“Golden Girl” – University of Southern California
“Homenaje a Lucho Bermúdez” – Universidad de los Andes
“We’re All Heroes” – Yonsei University
To further connect students internationally, APRU also offers the APRU Virtual Student Exchange (VSE) Program, an exclusive opportunity to connect with peers from around the world to learn new knowledge and skills, exchange ideas and cultures, and develop connections vital for success. Visit here to learn more.
Contacts
APRU: Jack Ng jack.ng@apru.org
PLUG: Marisa Lam marisa@plug.agency
November 16, 2020
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APRU E-Sports Apprenticeship
Universities have a pivotal role to play in driving the positive and vibrant growth of the e-sports industry. They can do so by building holistic, well-developed e-sports programs on their campuses to support students and future leaders and by becoming synonymous with the future of the e-sports industry through one of these critical components: business and management, technology and design, performance and health, and socio-economics and policy.
APRU and Yesports are working together to cultivate an international network of student leaders engaged in a next-generation learning experiences that support them in growing healthy, vibrant e-sports communities and becoming the future leaders of the esports industry.
Through this apprenticeship, APRU and Yesports seek to provide financial resources to students to:
Create an immediate impact on students to develop skills in the e-sports industry
Connect students and their communities across borders
Place students in internships and jobs
Build a professional network of apprenticeship alumni
Apprenticeship Format and Application Process
To apply, fill out this registration form to receive an official application guideline sent by Yesports; students mush finish and submit the application by the deadline. The top applications are chosen by Yesports using criteria determined by the sponsor. Apprenticeship recipients will have a 4-6 week work period at Yesports as part of the contract. The work period will be held during term breaks.
Deadline is November 16th.
More from Yesports:
Apply for Apprenticeship : https://www.yesportstalents.com/scholarship
Signup for Joining Global Talents Conference: https://forms.gle/n6hLmT4ftvbJ4jou7
Get ticket for Global Talents Conference: https://www.talentsconference.com/
Announcement of Apprenticeship Winners
APRU and Yesports will jointly announce the scholarship winners on their respective websites and highlight the students and their expertise.
About APRU
As a network of leading universities linking the Americas, Asia and Australasia, the Association of Pacific Rim Universities (APRU) is the Voice of Knowledge and Innovation for the Asia-Pacific region. We bring together thought leaders, researchers, and policy-makers to exchange ideas and collaborate on effective solutions to the challenges of the 21st century.
We leverage collective education and research capabilities of our members into the international public policy process. Our primary research areas include natural hazards & disaster risk reduction, women in leadership, population aging, global health, sustainable cities, artificial intelligence & the future of work, the Pacific Ocean, e-sports, and labor mobility.
About Yesports
Yesports, the global O2O hub for talents to meet and connect to international employers and sponsors for unlimited career and business opportunities.
Yesports is a global “esports +” social media platform where gamers meet celebrities for fun and opportunities to show their talent! It connects game lovers to a dynamic world of resources and people.
Yesports Talent showcases talents from around the world and provides a platform for connecting to the corporates to maximise marketing synergies.
Additional Important Information
APRU does not guarantee any of the applications will be successful in obtaining the apprenticeship grant nor does the final amount offered.
As the apprenticeship grant is provided by Yesports, the recipient(s) maybe subject to additional terms and conditions, not currently listed in this document, as imposed by Yesports. APRU does not have any input nor control over any of the terms and conditions as required by Yesports. The selected recipient(s) should independently decide his/her acceptance of the apprenticeship grant.
Contacts
Jackie Wong, Director (Network Programs), APRU Jackie.wong@apru.org
September 15, 2020
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TEC News: Song of Tec students wins 1st place among universities worldwide
Pictures: Archive pictures of Frida Rangel and Rubén Villicaña
Written by WENDY GUTIÉRREZ |MEXICO CITY CAMPUS
Original post in The news site of Tecnológico de Monterrey
With the song “Somos Más”, Frida Rangel and Rubén Villicaña have won first place worldwide in the Quarantunes Music Competition, a virtual event organized by the Association of Pacific Rim Universities (APRU).
According to the organizers, the students from Tec de Monterrey’s Mexico City campus were given the prize for the song which revealed the positivity that is needed in these uncertain times caused by the COVID-19 pandemic.
The composition won first place in the national ‘Songs of Peace and Hope’ competition organized by the Tec and tied for the title of global champion with the song “Get Down”, by students from the Chinese University of Hong Kong (CUHK).
“This contest consists of composing songs that express the feelings we have experienced as students, during the pandemic, but also shows how we can inspire others through our song and strengthen the hope that a better future will come,” explained Frida.
The students mentioned that they felt very happy and fulfilled in getting first place.
“We’re very satisfied with all the work we did and the results that we got. But, mostly, we’re extremely grateful and inspired by all the support we’ve received,” declared the winners.
A SIGNIFICANT ACHIEVEMENT
Having reached first place in an international composition competition is a significant achievement, as it reaffirms that they are on the right track.
According to the songwriters, their participation in the contest inspired them to continue looking for similar opportunities, and to keep entering more contests.
“We want to make more music, and to improve more and more. We know that we still have a lot to learn and that excites us a lot,” said Frida, who’s studying Music Production.
The prize was a cash sum, which they intend to invest in equipment to improve the quality of their music, and thereby generate new knowledge and opportunities for themselves.
The Tec students received the invitation to participate in Quarantunes through the Leadership and Experience (LiFE) department on their campus and decided to compose a song with a positive message.
The LiFE program focuses on students’ development through sports, arts, leadership, and includes their nutritional, psychological and emotional well-being.
Frida and Ruben shared that the Tec has greatly influenced both their lives and their professional careers.
“We’ve both been members of the Contemporary Music Ensemble on our campus, and participated in the National Song Festival, so we’ve acquired many skills and experiences that have influenced the path we want to take both in our careers and our lives.
“These experiences have deeply affected us. In fact, it was in the ensemble where we met and, thanks to that, we’ve achieved many things together”, they said.
The champions thanked the department of art and culture at the Mexico City campus for all the support they were given during the two weeks of the contest.
“We want to thank all the people who shared our video, and who were encouraging and supporting us. This wouldn’t have been possible without the support of all these people.
We especially want to thank our families, who never gave up. Really, thank you for helping us share our art. You’ve inspired us to keep going,” the winners concluded.
Listen to their song by clicking here.
August 7, 2020
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Quarantunes Student Music Competition
APRU is pleased to announce the winners of the Quarantunes Student Music Competition designed to inspire hope for the future.
We have received 108 impressive entries, over 400 students from 24 leading research universities and 13 economies of the Asia Pacific participated. The top winners have been selected from a shortlisted of entries by popular vote. Top entries reflect highest responses on Facebook and the voting form. All participants were subject of review according to competition Terms and Conditions.
The Quarantunes student music competition offered students a chance to inspire each other and our communities by making music. Students were challenged to help us see beyond current difficulties, come together in mutual support, and strengthen the determination and hope for the future.
We thank all of the participants for sharing their talent, creativity, and collaboration which has inspired our communities across the Asia Pacific to have hope for the future even during this uncertain time.
1st Prize (tied): “Get Down”
National Taiwan University and The Chinese University of Hong Kong
Prize: USD 2500
Team Members:
Chaichon Wongkham, The Chinese University of Hong Kong
Yen Wei Kuang, The Chinese University of Hong Kong
Tsou, Yi-Hsu, National Taiwan University
Hsu Tung, National Taiwan University
1st Prize (tied): “Somos Más”
Tecnológico de Monterrey
Prize: USD 2500
Team Members:
José Rubén Villicaña Ibargüengoytia
Frida Berenice Rangel García
3rd Prize: “Six Feet Apart”
University of the Philippines Manila
Prize: USD 2000
Team Members:
Alicia Bracamonte
Victor Ablan
Kyle Delfin
Special Prize: “Golden Girl”
University of Southern California
Prize: USD 1000
Team Members:
Ben Ragasa
Maddie Wu
Special Prize: “Homenaje a Lucho Bermúdez”
Universidad de los Andes
Prize: USD 1000
Team Members:
Gabriel Collazos
Didier González
Miguel Ángel Hoyos
Jhon Jerez
Sergio Meneses
Ian Middlenton
David Pérez
Manuel Pinto
Santiago Prada
Valeria Rocha
Andrés Sabogal
August 5, 2020
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APRU joins industry & government in shaping the eSports ecosystem in Hong Kong
Cyberport, a government-run incubator for the digital tech industry, unveiled a new e-sports arena at the new venue that can host up to 10 players and as many as 200 spectators during the 2019 Digital Entertainment Leadership Forum (DELF): Powering up a vibrant esports ecosystem. The new venue will host international tournaments as well as local contests, which will help Hong Kong boost its credentials as a regional gaming hub.
Sherman Cheng, APRU Director (Finance & Administration) shaped the discussion on “Wellness and Professional Development” through a discussion about the APRU University E-sports International Initiative (UEII). UEII connects 11 universities across the Pacific Rim through an international e-sports organization. The aim is to develop a comprehensive strategy for a coordinating body that will serve as a platform for its members to help shape universities’ relationships with the e-sports industry and grow their respective e-sports programs including student competitions, educational programs, research, equity initiatives, and employment opportunities.
With Cyberport’s mission to facilitate robust growth of e-sports and digital entertainment industry, the Forum brought together leaders to better understand the value-chain of this booming sector, connect key stakeholders in the field, and unlock infinite business opportunities.
The DELF 2019 attracted over 700 participants from the industry and public to hear from over 40 e-sports icons, influencers, industry elites and celebrity gamers from around the world who shared insight on the innovative evolution of digital entertainment sector focusing on e-sports. The Forum highlights included the unveiling of the e-sports venue, a game zone, e-sports decoder, start-up showcase, celebrity invitational game, and backstage tour.
DELF 2019 also kick starts a month-long digital entertainment extravaganza embracing an array of exciting large-scale e-sports and gaming events.
The Founding Members of UEII are: Far Eastern Federal University; Keio University; Nanyang Technological University, Singapore; National University of Singapore; Tecnológico de Monterrey; The Hong Kong University of Science and Technology; The University of British Columbia, University of California, Los Angeles; University of Southern California; University of Washington; Yonsei University.
July 16, 2019
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