Esports transformed this Hong Kong teen with learning disabilities. Can education sector adopt online gaming?
- Pioneering special needs school in initiative is discovering that online gaming can promote positive learning traits and behaviour among youth
- But experts caution a controlled environment and supervision by parents still needed, as video games can lead to addiction

Fifteen-year-old Tam Kwong-kit, who has moderate learning disabilities, used to be unfocused in class, and refused to do homework or get dressed for school in the morning. When in a bad mood, he would throw tantrums in front of others.
But Tam’s teacher said taking part in esports has helped the Form Three student change his behaviour for the better. Tam is one of 20 students with special education needs (SEN) involved in Caritas Lok Jun School’s extracurricular esports team. He has always enjoyed playing casual games on the iPad, but his foray into esports started when the team launched in September last year.
Esports, or electronic sports, refers to online games played in a competitive setting, individually or in teams.

“I really like computer games and typing,” Tam said shyly while playing a quick round of Clash Royale on an iPad, a multiplayer online game. Users in opposing teams compete with the objective of defeating an enemy king in a limited time frame.
While Tam appeared reserved displaying his skills in front of journalists, teacher Ken Li Siu-ting shared that the teen could be jovial and lively when gaming with familiar individuals, deploying troops and casting spells at ease.