APRU MetaGame Conference 2022Education in the Metaverse

Conference, Symposium, Forum
30th Anniversary

The APRU Metagame Conference 2022 incorporates the full ecosystem of Esports. This metaverse experience includes high-level policy discussions, expert insights, next-generation learning, student competitions, and gaming.

The conference will examine the ways that an international network of esports leaders can further its scope within universities including edutainment, collegiate esports, and gamification of social well-being.

The conference is also the spotlight event of Cyberport Hong Kong’s Digital Entertainment Leadership Forum (DELF) and is hosted in partnership with The Hong Kong University of Science and Technology (HKUST).


Program Schedule

Opening Ceremony

Dr. Christopher TREMEWAN, Secretary General, Association of Pacific Rim Universities (APRU)

Mr Peter YAN King-shun, JP, Chief Executive Officer, Hong Kong Cyberport Management Company Limited


Keynote Address
Edutainment: Education in the Metaverse

Professor Yang WANG, Vice-President for Institutional Advancement, Chair Professor, Department of Industrial Engineering and Decision Analytics, Department of Mathematics, Director of HKUST The Big Data for Bio Intelligence Laboratory, The Hong Kong University of Science and Technology



Panel 1: Edutainment: Education in the Metaverse

The pandemic forced students across the world to enjoy new virtual forms of education without interruption. New technological tools and formats promise the acceleration of teaching and learning methodologies and universities worldwide quickly adapted the opportunities that connect education, gamification, and the metaverse. What have universities learned through this experience? What are the ways that new technologies such as web3, blockchain, big data, artificial intelligence have an opportunity to shape pedagogical methods with regard to gamification? How can entertaining, lucid and playful educational experiences inspire new thinking and teaching and learning methodologies? What are the pitfalls and dangers to avoid?



  • Professor Lik-Hang Paul LEE, Assistant Professor, Department of Industrial and Systems Engineering (ISE), Graduate School of Data Science (GSDS), Korea Advanced Institute of Science and Technology (KAIST)

  • Professor Carlos ASTENGO, Associate Director, Science Department, School of Engineering, Tecnológico de Monterrey

  • Professor HUI Pan, Professor of Computational Media and Arts (CMA), Director of the Center for Metaverse and Computational Creativity, The Hong Kong University of Science and Technology (HKUST)


  • Ms. Etta WONG, Director of Hong Kong Int’l Office, University of Southern California


Panel 2 : Elite Collegiate Esports

Colleges are now dedicating more resources to developing majors in esports and the gaming industry. Additionally, a growing number of colleges recruit esports talent for their varsity esports teams to compete in leagues and provide scholarships for students, as well as, support various student life related to esports and gaming. What are the ways that universities supporting the collegiate esports ecosystem are thinking about their programs as a gateway to the industry? How do colleges overcome the challenges of the negative association of gaming in education? What are the opportunities ahead with regard to sports entertainment, esports media, and college athletics?



  • Yeon-Jin SHIN, Player Relations Coordinator, Overwatch

  • Professor Jim HUNTLEY, Professor, USC Games Program, Faculty Advisor for USC Trojan Esports, University of Southern California

  • Ms. Kathy CHIANG, Vice President, Board of Directors, Voice of Intercollegiate Esports (VOICE)



  • Dr. Nyle Sky KAUWELOA, Head of the UH Esports Academic Task Force, University of Hawaiʻi at Mānoa


Panel 3: Gamification of Social Well-being

Games as digital entertainment have long been a part of the cultural fabric across continents, and as the gaming industry has evolved, so has its many applications. Games are being used in new and innovative ways to conquer social challenges. Consoles have used immersive technologies to inspire physical activity and combat obesity. Featuring case studies from universities, esports experts, and leaders, we look at the various ways that games can address our social wellbeing.


  • Dr ZHAO Yupei, Media and International Culture, Zhejiang University

  • Professor Dion GOH Hoe Lian,  Associate Professor, Associate Chair (Graduate Studies), Division of Information Studies, Wee Kim Wee School of Communication and Information, Nanyang Technological University 

  • Mr. Iain LAM Sze Hang, CEO, Sallux Education and Division of Integrative Systems and Design (ISD), The Hong Kong University of Science and Technology (HKUST)


  • Professor Patrick WILLIAMS, Associate Professor, School of Social Sciences, Nanyang Technological University , Singapore


Student Presentations 
Digital Art Design Competition: Level Up Our World Awards

Student teams showcase their digital art creating a cast of characters and game bosses for their original game idea. The characters and game bosses should reflect students’ ideas to shape a just, sustainable and inclusive world. Each artwork submission must include a description about their characters’ personas, such as: name, strengths, weaknesses, personalities, hobbies, and living environment.

Presenter of award: Mr. Jack Chen, CEO & Co-founder of Moon Lab and HKUST MSc Fintech Alumni



  • Mr. Trevor NGUYEN, APRU Esports Fellowship Program

  • Mr. James YUEN, The Hong Kong University of Science and Technology

Event Format
Conference, Symposium, Forum
30th Anniversary
Recommended For Alumni, Elderly, Faculty and staff, General public, HKUST Family, PG students, UG students
More Information

Register here

Organizer Global Engagement & Greater China Affairs