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Master of Arts in E-Sports Management

Programme Code

One-Year Full-time/ A1M124

Programme Leader

Dr LEUNG Ka Man Carman

Enquiry

Programme:

2948-7926

Introduction

As the E-Sports industry continues to expand globally, the Academy for Educational Development and Innovation (AEDI) proposes a self-funded postgraduate programme: Master of Arts in E-Sports Management. This programme is designed to equip students with the knowledge, skills, and practical experience necessary to excel in various aspects of E-Sports management, addressing the increasing demand for skilled professionals in this dynamic field.

 

 

Connecting E-Sports: Mastering the Industry Ecosystem

The Master of Arts in E-Sports Management offers a comprehensive understanding of the E-Sports ecosystem, equipping students with advanced knowledge and practical experience in E-Sports and management. The programme will cover essential elements such as E-Sports technology, performance analysis, industry trends, foundational skills in writing funding proposals, and marketing strategies tailored to the E-Sports industry. Graduates are expected to pursue careers in management within diverse E-Sports sectors.

 

 

Become a Leader in E-Sports and Explore More Career Possibilities!

The programme is designed to unlock and enhance individual potential, enabling students to become future leaders in the e-sports industry:

 

1. E-Sports Management Professionals: Work in E-Sports teams, event organizations, or related businesses, applying E-Sports theories and skills to event management, brand promotion, and public relations strategies.

2. Event Planners and Operations Specialists: Operate within event management companies or media organizations, responsible for planning and executing tournaments, ensuring successful execution while meeting the needs of participants and audiences.

3. Data Analysts/Researchers: Engage in analytical and research roles, analyzing user engagement in E-Sports, identifying viewer habits, and proposing effective marketing strategies.

4. Academia or advanced study: Choose to pursue a Ph.D. or take on roles as lecturers or research associates in universities, delving deeper into E-Sports related topics.

Latest News

E-Sports Management Field Trip in Shanghai (25–27 March 2026)

The Master of Arts in E-Sports Management programme successfully organised a three-day E-Sports Management Field Trip to Shanghai from 25 to 27 March 2026, providing students with immersive learning experiences in one of the world’s esports capitals.

 

During the trip, students visited several leading E-Sports related organisations and enterprises, including Video Game Museum of China Audio-Video and Digital Publishing Association, TT Esports, NetEase, Perfect world, Hero Esports, AG Esports Club, Shanghai E-Sports Centre (LOOP) where they learned first-hand event and venue management, professional team operations, training facilities, game development and talent development pipelines.

 

These visits were designed to deepen students’ practical understanding of the E-Sports ecosystem and to promote direct students’ interaction with industry professionals. Through these activities, students gained insight into event management, market trends, and the operational challenges and opportunities faced by E-Sports organisations in the Chinese Mainland. All of these are critical to preparing for future leadership roles in both the local and global E-Sports sectors. Importantly, students had the opportunity to engage directly with senior personnel from these organisations and enterprises, receiving valuable advice for their future careers.

 

Students and programme staff visited the Video Game Museum of the China Audio-Video and Digital Publishing Association and took a group photo with museum representatives

Students and programme staff visited the Video Game Museum of the China Audio-Video and Digital Publishing Association and took a group photo with museum representatives

Students received team souvenirs during the Q&A session

Students visited TT Esports and took a group photo with club representatives

Students visited the competition venue and explored the facility management at the Yangtze River Delta International Esports Cultural Center

Group photo of the Programme Leader and Mr. Fu, Marketing Manager of LOOP (Shanghai Esports Center), during the visit

Mr. Fu, Marketing Manager of LOOP (Shanghai Esports Center), introduced the supporting facilities and future development of the esports industry park

Mr. Wang, Senior Director of Production at Perfect World, shared the practical operations of event management and venue operations.

Students engaged in an exchange session with Mr. Wang, Senior Director of Production at Perfect World.

Students visited the observer room at Perfect World to understand real-world industry operations

Students visited Hero Esports to gain first-hand understanding of live broadcasting operations and backstage facilities

Students and programme staff visited Hero Esports and took a group photo with company representatives

Students engaged in an exchange session with with the team manager, coach, and players of Team AL under AG Esports Club.

 

 

EdUHK E-Sports Management Experiential Learning Appreciation Ceremony cum EdUPreneurs Networking@Cyberport (20 Mar 2026)

The Master of Arts in E-Sports Management programme participated in the “EdUHK E-Sports Management Experiential Learning Appreciation Ceremony”, held on 20 March 2026 at Cyberport as part of the Cyberport Interactive Recruitment Expo.

 

The ceremony showcased the outcomes of the Programme’s collaboration with Cyberport-based esports enterprises, highlighting students’ participation in experiential learning activities designed to bridge academic knowledge with industry practice.

 

Partner companies, including Asia Motion Esports Limited, GCA Entertainment and Yesports, provided students with hands-on training and workplace exposure in areas such as event operations, team management, digital marketing, and business development. Through these opportunities, students gained practical insights into the operations and business environment of the esports industry.

 

The activity recognised students’ active involvement in industry projects and their engagement with professional practices. Through direct interaction with industry practitioners, students developed a deeper understanding of operational workflows, market practices, and the expectations of the esports sector. Students also participated in the “EdUPreneurs Club Networking @ Cyberport”, organised by the Centre for Pre-incubation and Outreach (CPO), where they engaged in networking activities and exchanges with startup teams and industry representatives, further expanding their industry exposure and professional networks.

 

Professor Ken Yung, Associate Vice-President (Knowledge Transfer and Sustainability), together with representatives from the AEDI, CPO and ESM programme, Esports companies, Cyberport, and ESM students participating in experiential learning, posed for a group photo at the Ceremony

 

Representatives from the AEDI, CPO, ESM programme and Cyberport participated in a panel discussion session

 

EdUHK students and staff in the “EdUPreneurs Club Networking @ Cyberport” event

 

Experiential Learning Activity at BLAST Premier Hong Kong Rivals 2025 (14-16 November 2025)

The Master of Arts in E-sports Management programme organised an experiential learning activity for students to observe an M-mark E-sports event, BLAST Premier Hong Kong Rivals 2025, held from 14 to 16 November 2025. The learning activity was designed to enhance students’ understanding of the organisation and operation of a professional E-sports event.

 

Through on-site observation as audience members, students were able to witness the event management and competition flow, venue setup, and the coordination of staff and equipment. We also arrange a backstage visit for students to further gain insights into the operational aspects of the event, including technical support and event coordination. These experiences allowed students to connect theoretical concepts taught in the E-sports Management programme with real-world practices.

 

In addition, all students participated in data collection for an e-sports-related research project, which allowed them to explore event management from the participants’ perspective. The experience of engaging in data collection complemented their experiential learning, bridging practical observation with research-based understanding, and offering valuable context for further learning about the e-sports industry.

 

Students and Staff Group Photo at BLAST Premier Hong Kong Rivals 2025

 

E-Sports Management Workshop in Greater Bay Area (4–5 December 2025)

The Master of Arts in E-Sports Management programme organised 2-day Greater Bay Area E-sports Management Workshop from 4 to 5 December 2025, featuring a field trip across Hong Kong, China and Shenzhen.

 

During the workshop, students visited Cyberport in Hong Kong, China and attended briefings and sharing sessions by different E-sports related companies, where they had opportunities to engage in exchanges with industry representatives. The programme also arranged a visit to the 4AM E-Sports Club in Shenzhen, allowing students to observe training facilities and operational arrangements, as well as to interact with club representatives to gain a grounded understanding of professional team operations. In addition, students visited the Tencent Shenzhen Headquarters and learned about the company’s technological development, and current and future development to the E-Sports and digital entertainment industry through guided introductions and exchanges.

 

Through direct interaction with representatives from different E-sports related companies and stakeholders, students were able to develop a more practical and in-depth understanding of the E-Sports industry.

 

Students and teaching staff of the MA in E-sports Management programme visited the 4AM E-sports Club, Shenzhen.

 

Programme teaching staff took photo with representatives of the 4AM E-sports Club during the visit in Shenzhen.

 

Students of the MA in E-sports Management programme visited Cyberport, Hong Kong, China.

 

Students of the MA in E-sports Management programme visited Tencent Shenzhen Headquarters.

Participants

  • The prospective applicants in Hong Kong, China, Chinese Mainland and beyond. This programme aims to attract individuals interested in pursuing a master's degree in this field, particularly active or retired elite athletes and coaches, to help them gain a deeper understanding of the latest technologies and developments in the esports industry
 
Programme structure and Curriculum

The MA(ESM) is a 24-credit-point (cp) programme comprising 8 courses. Each course carries 3 cps. Students must complete 6 core courses and 2 elective courses.

 

Core Courses (18cps)
3cpsIntroduction to E-Sports
3cpsE-Sports Event Planning and Management
3cpsConsumer Behaviour for E-Sports
3cpsE-Sports Venue Management
3cpsE-Sports Marketing Management
3cpsCorporate Governance and Global Perspective for E-Sports

 

 

Elective Courses (6 cps) (Choose any 2 out of the following 4)
3cpsPsychological Aspects of E-Sports Performance
3cpsPhysiological Aspects for E-Sports Performance
3cpsResearch Methodology in E-Sports Management
3cpsExperiential Learning in E-Sports Industry

 

 

 

Programme Aims and Objectives

(a) Demonstrate a comprehensive understanding of the E-Sports industry, including its history, key stakeholders, business models, and market trends.

 

(b) Demonstrate proficiency in event planning, production, and execution within the context of E-Sports tournaments, competitions and events.

 

(c) Evaluate the legal, ethical, regulatory and global issues specific to the E-Sports industry and propose solutions to address these challenges.

 

(d) Demonstrate proficiency in designing and implementing athlete training programmes tailored to the unique demands of E-Sports competition, incorporating principles of sports physiology and sports psychology to optimize player performance and wellbeing.

 

Disclaimer
In the event of inconsistency between information in English and Chinese versions or where an interpretation of the programme content is required, the decision of the University shall be final.
 
Every effort has been made to ensure the accuracy of the information contained in this website. Changes to any aspects of the programmes may be made from time to time as due to change of circumstances and the University reserves the right to revise any information contained in this website as it deems fit without prior notice. The University accepts no liability for any loss or damage arising from any use or misuse of or reliance on any information contained in this website.
 

Any aspect of the courses and course offerings (including, without limitation, the contents of the course and the manner in which the course is taught) may be subject to change at any time at the sole discretion of the University if necessary. Without limiting the generality of the University’s discretion to revise the courses and course offerings, it is envisaged that changes may be required due to factors including staffing, enrolment levels, logistical arrangements, curriculum changes, and other factors caused by change of circumstances. Tuition fees, once paid, are non-refundable.

 

The University is committed to uphold the educational quality and standard of the programmes it offers. The University, being funded by the University Grants Committee (UGC), is one of the nine self-accrediting institutions in Hong Kong, China. In addition, the quality of the educational experience in all programmes offered by the UGC-funded universities is subject to the quality assurance process administered by the Quality Assurance Council of the UGC. 

 

Individuals who wish to apply for qualification certification in Chinese Mainland after graduation should contact the CSCSE (website: https://zwfw.cscse.edu.cn/cscse/lxfwzxwsfwdt2020/xlxwrz32/index.html) directly for updated details and confirmation. The certification in Chinese Mainland is an independent process from the conferral of academic qualification in Hong Kong, China by the University. For the avoidance of doubt, no warranties are given in respect of individual graduate’s qualification certification or recognition in Chinese Mainland or any other professional qualification or license outside Hong Kong, China.
 

EdUHK, has not collaborated with any agency in Chinese Mainland or Hong Kong, China on admission, and does not encourage students to entrust their applications to any third-party agents and we always contact applicants directly on updates regarding the applications. You must complete and submit your own application via the EdUHK online admissions system and provide your own personal and contact details. Please refer to the official EdUHK channels, such as programme websites and the admissions system, for the required information to complete your application.

 

Students who are enrolled in any full-time award-bearing programmes (lasting for one year or longer) of the University are not permitted to simultaneously register for another qualification at the University or a post-secondary qualification at any institutions except with prior approval by the Board of Graduate Studies. Violation of this regulation will lead to discontinuation of studies from the University. In case of doubt, students should seek advice from the Board of Graduate Studies (via the Graduate School).

Medium of Instruction

Putonghua (Supplemented with English and Cantonese)

Tuition fee

Local Students: HK$144,000 per annum

Non-local Students: HK$180,000 per annum
(for the 2026/27 academic year, provisional and subject to adjustment)

 

For definition of local/non-local students, please refer to this page.

 

The University reserves the right to make changes to tuition fee without prior notice. Tuition fees paid are normally not refundable or transferable. Extension fees will be charged to students who have to extend their studies beyond the normative period of study (i.e. 1 year for full-time).

General Admission Requirements

  • Applicants should normally hold a recognised Bachelor’s degree in Physical Education, Sports, Technology, Information Technology & Recreation management or equivalent qualifications.

  • Applicants from institutions where English is not the medium of instruction are required to demonstrate English proficiency that meets the programme’s established standards. Priority will be given to applicants who have achieved scores in one of the following recognised English proficiency tests as indicated: 

    • Overall score of IELTS 5.5 (academic version) #; or
    • TOEFL (internet-based test) #: Score of 59 (for tests taken before 21 January 2026); Score of 3.5 (for tests taken from 21 January 2026 onwards) or
    • Band 6 in the College English Test (CET) with a total score of 430 #;
    • Grade C or above in GCSE/GCE O-Level English; or
    • Other equivalent qualifications on a case-by-case basis.

# The test should be taken in test centres and the result should be valid within two years.

TOEFL Home Editions, TOEFL MyBest Score, IELTS Indicator, IELTS Online, IELTS One Skill Retake, Duolingo and National Postgraduate Entrance Examination (全國碩士研究生招生考試) are NOT acceptable.

 

 

  • Applicants who obtained degrees from universities in Chinese Mainland are required to provide:

    - Degree Certificate (學位證書 – 中文原件掃描) and Online Verification Report of Higher Education Degree Certificate (學位在線驗證報告) issued by the CHSI (學信網) with a validity period of six months;

    - Graduation Certificate (畢業證書 – 中文原件掃描) and Online Verification Report of Higher Education Qualification Certificate (學歷證書電子註冊備案表) issued by the CHSI (學信網) with a validity period of six months; and

    - Final Transcript (最終成績單 – 中文原件掃描).