Advertisement
Advertisement
Esports
Get more with myNEWS
A personalised news feed of stories that matter to you
Learn more
Local esports teams Hong Kong Attitude and Kowloon Esports Team compete in an exhibition game at the Cyberport Arena after its opening in 2019. Photo: Handout

Hong Kong public wants to see government-backed esports development as researchers call for more funding

  • More than 70 per cent of respondents support esports development in Hong Kong with sport to debut in 2022 Asian Games
  • ‘The government should seize the opportunity to formulate policy,’ said Baptist University professor Chung
Esports

There is overwhelming support for the development of Hong Kong’s esports scene but more must be done for the sport’s exposure, resources and career prospects, according to a Baptist University survey published on Thursday.

Researchers found 72 per cent of respondents – from telephone surveys conducted on around 1,500 respondents aged 15 and over and questionnaire surveys on 2,100 of the city’s secondary and university students in 2020 – supported the development of esports in Hong Kong.

Some 69 per cent also said the government should subsidise such development, suggesting a need for more investment in infrastructure and resources of sport.

The publication also confirmed that 28 per cent of respondents did not know about esports’ debut appearance as a “demonstration sport” at the 2018 Asian Games (despite Hong Konger Lo Tsz-kin winning a gold medal), while 19 per cent had no knowledge that it would become an official one at the 2022 Asian Games in Hangzhou next September.
Baptist University associate dean (development) of the Faculty of Social Sciences Chung Pak-kwong (front, centre) and research team members Dr Leung Ka-man (front, second right) and Claudia Wong Ming-yu (front, right) with chairman of the Asian Electronic Sports Federation Kenneth Fok Kai-kong (front, second left), and industry representatives Aaron Ho Ho-nam (front, left), Alex Tang (back, left), Syreni Shek Hoi-yee (back, second left), William Ching Ting-lam (back, second right) and Lam Wing (back, right) at the survey report press conference. Photo: Baptist University

“Esports is a major global development trend in electronic technology, sports and entertainment industries, and the public in general holds a positive attitude towards its development,” said Professor Chung Pak-kwong, HKBU associate dean (development) of the Faculty of Social Sciences who led the research.

At the survey presentation, Chung reiterated the need to change the perception of the sport and to foster the younger generation’s talent. He called on the government to fund a domestic scene that is on the rise but losing its influence in Asia.

Hong Kong representatives Cheung Chi-shing, Ho Ka-ming, Leung Kin-chun, Lai Ka-him and Li Ka-chun, with Eric Fok Kai-shan, vice-chairman of the Hong Kong Football Association and chairman of its esports committee, at the HKFA eFootball open qualifiers at Cyber Arena in Cyberport in April. Photo: SCMP / Jonathan Wong

“The government should seize the opportunity to formulate a policy for the development of esports in Hong Kong, and deploy more resources to the upgrading of hardware as well as encouraging educational institutions to offer academic programmes related to the industry to cultivate esports professionals,” Chung said, highlighting a surprising finding that 69 per cent of secondary and 63 per cent of university student esport participants’ parents support their children’s esports endeavours.

Chung added that it was inevitable that mainland cities such as Guangzhou, which is hosting the mega-event League of Legends World Championship in Shenzhen, and Tianjin, which aspires to be the centre of esports by 2030, would lead the way. However, Hong Kong must act soon before it loses too much ground.
Chairman of the Asian Electronic Sports Federation, Kenneth Fok Kai-kong, reiterated calls for more sustainable funding rather than the government’s one-off HK$100 million grant for the Cyberport’s esports development in 2019. He said the goal should always be to “put esports and its athletes closer to the level of traditional sports” and “organise more Asian-level tournaments”.
Chinese team FunPlus Phoenix celebrate winning the final of a League of Legends esports tournament against G2 Esports in the Accor Hotel Arena in Paris, France in 2019. Photo: EPA
Fok also elaborated on the International Olympic Committee’s (IOC) increasing interest in the industry having rolled out its inaugural Olympic Virtual Series ahead of the Tokyo 2020 Games.

Olympic organisers are set to partner with five other international sports bodies and game publishers for virtual events in sports such as baseball, cycling, rowing, sailing and motorsport.

“The IOC is always watching,” Fok said, adding that he is a part of its ongoing esports liaison group. “Launching the virtual series is a good start, as is the FIFAe Nations Cup that Hong Kong recently competed in. This time Hong Kong will be a true team representative at the Asian Games, not just a display, but we must also know the industry goes beyond medals and teams and should be supported on a wider scale into society.”
Indonesia competes in an esports match as it debuts as an exhibition sport at the 2018 Asian Games in Jakarta ahead of its entry as a medal event at the next Asian Games in China in 2022. Photo: AFP

Chung added: “On the nurturing of elite esports athletes, the Sports Federation and Olympic Committee of Hong Kong should review the governance structure and long-term development direction of the Esports Association of Hong Kong and consider its ... participation in schemes for training and competitions as well as a retirement protection plan for professional athletes, so young people will be confident in devoting themselves to the industry.”

Though there are indisputably promising signs, such as 90 per cent of respondents aged between 15-55 having heard of esports in general, there was also an obvious generational gap in the perception of esports in Hong Kong. Some 32 per cent of respondents aged 56-65 did not support esports development.

A number that would likely anger professional esports athletes is that 49 per cent of respondents equivalate esports with video games; while 54 per cent disagreed or strongly disagreed that esports is a legitimate sporting event, and 49 per cent did not agree that esports should be an official event at the Asian Games. Researchers concluded that there was a lack of general public understanding towards esports and its development in the region.

Caritas Lok Jun School students incorporate esports games at the school multimedia lab in Tai Wai in 2020. Photo: SCMP/ Xiaomei Chen

Former professional esports player Aaron Ho Ho-nam, who represented Hong Kong at the 2018 Asian Games in the Clash Royale game category, revealed he only turned professional after graduating from university. He hoped to see a clearer distinction between esports and gaming and more non-playing paths created in the industry.

Meanwhile, head coach of Hong Kong’s Fifa 21 esports team, William Ching Tim-lam, wants more outlets for devoted athletes who may not make it pro or are past the “golden age” for elite competition. Professional League of Legends player, Syreni Shek Hoi-yee of team PandaCute, also hoped to see more women competitors to show that “esports is not just for men” and that “the level between genders is closer in future”.

1