The Department was established in 2018 under the original name Bachelor’s Degree Program in Esports Industry Management, becoming the first four-year bachelor’s degree program in Taiwan approved by the Ministry of Education with a primary focus on the esports industry. In 2022, the program was officially renamed the Department of Esports and Computer Entertainment Science, abbreviated as the Esports Department, enrolling one four-year undergraduate class each year.
Guided by Shu-Te University’s motto of “Scholarship, Intelligence, Happiness, and Hope,” the Department is dedicated to cultivating talent for the digital innovation economy who possess innovation capability, aesthetic sensibility, and technological literacy. The curriculum emphasizes building a solid foundation in aesthetics, creativity, intellectual property law, governance, and ethics within digital design environments. Students are also encouraged to stay informed about current issues, understand the impact of the digital economy on the environment, socio-economic development, and global trends, and develop habits and capabilities for lifelong learning, enabling them to enter the job market promptly upon graduation.
In response to the development trends of esports, the Sports Industry Development Act was amended and promulgated by the President on November 29, 2017, redefining the scope of the sports industry and officially incorporating the esports industry as a recognized sector. This revision reflects the growing domestic and international recognition of esports as one of the most distinctive emerging industries within the digital innovation economy. In 2016, Kaohsiung City Bureau of Education Director Fan Sun-Lu took the lead in positioning Kaohsiung as Taiwan’s esports hub, facilitating industry–government–academia collaboration agreements among Shu-Te University, the Chinese Taipei Esports Association, I-Shou University, and Lizhi Senior High School. Kaohsiung City further promotes esports development through educational integration, connecting vocational high schools, universities, and technical colleges, establishing esports competitions, player training programs, and logistics operation internship facilities, with the goal of making Kaohsiung a key global center for the esports industry.
Esports-related activities and participation have been growing rapidly worldwide. By 2025, esports has been officially included in the Asian Games and Olympic events, with more than forty countries recognizing esports as an official sport. Among them, South Korea and Mainland China regard esports as a core component of industrial development. The esports industry not only drives rapid growth in information hardware sectors, but also injects vitality into software and e-commerce industries. Taking South Korea as an example, the game industry generated revenues of NT$296 billion in 2015. A key strategy was the enactment of the Esports Promotion Act in 2011, which positioned esports development as a primary means of advancing the video game industry. The business opportunities and technological innovations driven by esports are entering a stage of explosive growth, closely aligned with the Department’s professional focus and promising future prospects.
In the 2022, the Department was officially approved by the Ministry of Education to transition from a degree program to a full department, achieving the highest five-year teaching quality assurance rating by the Taiwan Assessment and Evaluation Association. Concurrently, the Computer Entertainment Science Module curriculum was structured around two major academic tracks—Esports and Computer Entertainment Science—with the objective of cultivating students’ competencies in esports, new media production, and computer entertainment science.
The esports industry value chain can be divided into upstream, midstream, and downstream sectors. The upstream focuses on game development, the midstream on event organization and operations, and the downstream on event dissemination and the promotion of esports culture and intelligent business entertainment. Each segment has distinct professional characteristics, requiring different curricular emphases. To achieve the overarching goal of cultivating talent for the digital innovation economy, data from the 2020 Taiwan Cultural Content Industry Survey Report published by the Taiwan Creative Content Agency indicate that Taiwan’s game industry comprised 98 companies employing 9,047 workers, while the esports industry included 19 companies with 660 employees. Revenue figures show NT$40.25 million from esports teams and NT$241.66 million from esports events. Within the revenue structure, esports events rely primarily on corporate subsidies, while advertising and sponsorship also contribute significant income.
Curriculum and Career Competencies
Starting from the 2025, the rapid rise of AI has accelerated transformative changes across the digital technology and entertainment industries. In response, we have integrated three core domains—Smart Business, Media & Entertainment, and Entertainment Science—to establish a cross-disciplinary, practice-oriented talent development framework. This curriculum is designed to cultivate comprehensive professionals equipped for the future digital innovation economy.
Smart Business
Business & Management Cluster
In an era driven by digital transformation and technology, enterprises increasingly require professionals with cross-disciplinary integration capabilities and innovative thinking. The Smart Business talent development track integrates marketing, media, AI, and esports, aiming to cultivate next-generation business professionals with strong market insight, data analytics skills, and a global perspective.
Media & Entertainment
Design Cluster | Film & Media Category
With the rapid advancement of digital technologies and AI, the media and entertainment industry has entered a new era. Content creators are no longer defined solely by creativity and storytelling, but must also master diverse technologies and cross-platform production capabilities. The Media & Entertainment track combines AI technologies, new media operations, audiovisual production, and immersive applications to cultivate versatile content creators who possess both artistic aesthetics and technological expertise.
Entertainment Science
Information & Electrical Engineering Cluster
When entertainment meets technology, a new generation of cross-disciplinary professionals is born. The Entertainment Science track focuses on key areas such as technology applications, esports science, and smart sports, integrating AI, drones, virtual production, and human factors engineering. This track develops professionals with both innovative thinking and hands-on technical skills, injecting new possibilities into the future entertainment industry.
General Program | Senior High School Students
The future stage offers more than one path forward!
Digital Entertainment × Esports × AI × Creative Design — all in one place.
Here, you can create your own short-form videos, design virtual idol characters, operate drones to shoot cinematic footage, build your own brand, manage social media communities, and use AI to generate creative content.
We have specially designed three major curriculum pathways to help you explore your interests, develop professional strengths, and unlock broader future opportunities.
Sports Program | Esports Specialized Class
An evolution platform for students from sports programs and esports tracks!
Not only competing—but also creating content, mastering technology, and understanding marketing.
You may love the arena and dedicate yourself to training, but today’s athletes and esports players need more than competitive performance. Digital literacy, media skills, and technological competence are essential to expanding career opportunities.
Our specially designed curriculum for sports programs and esports specialized classes integrates three professional domains, empowering you to become a next-generation all-rounder—able to compete, communicate, create, and commercialize—a true professional who can perform on the field and thrive beyond it.
