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Entrance Year 2025

Programme Code 73040

Mode of Study Mixed Mode

Normal Duration 1 year (Full-time)
1.5 years (Full-time, with internship)
2 years (Part-time)

Fund Type Self-Financed

Credits Required for Graduation 31

Initial Registration Credits 3 for local students
10 for non-local students

Tuition Fees

HK$240,000 per programme

(HK$8,000 per credit)

Programme Leader(s)

Prof. Henry Duh
PhD (Washington), FIET, FBCS, COMPIEAus

The MSc in Innovative Multimedia Entertainment (MScIME) was designed to supersede the former MSc in Multimedia and Entertainment Technology (MScMET) prorgramme. MScIME builds upon the foundations of and evolving beyond the earlier iterations of the MScMET programme, which has been a cornerstone of our educational offerings for over 20 years, educating more than 1,000 students in building multimedia products and applications. The new MScIME aims to update the curriculum to adapt to the latest trends in AI, data science and multimedia technologies and their current and anticipated great impact in the production of multimedia entertainment works and research.

 

 

Aims

This programme aims to attract top creative talent to shape the future of interactive digital media and entertainment experiences. Students will master AI and data science technologies that are driving industrial change and future interfaces of media delivery formats, enabling them to graduate with job-ready skill and expertise. They will be able to specialize in areas such as games, media art technology, interactive robotics and virtual interaction design. Our curriculum pathways will also allow students to select core areas of interest — in technical specializations or applied research directions in art, digital and entertainment media — to explore in deep areas that match their backgrounds and passions.

 

 

Characteristics

The programme offers students a rich learning environment with strong industry engagement. Industry collaborators include NVIDIA, Tencent Games Lightspeed Studios and Unreal Engine, among others. The curriculum offers students two pathways to choose from, either Practice Pathway or Applied Research Pathway, with four areas of focus.

Focus Areas

  • Media Art Technology
  • Entertainment/ Games
  • Interactive Toys and Robotics
  • Entrepreneurship in Multimedia

An industry-based internship is offered as part of the curriculum. Students will be supported by corporate research centres (such as the PolyU-NVIDIA Joint Research Centre) to create connections with our industry partners. The structure of the subjects combines lectures, tutorials and practical lab sessions to provide hands-on experience. Graduates will emerge with a skill set primed to pioneer the next generation of digital media and entertainment technologies.

Close ties with the Greater Bay Area, mainland companies, overseas universities and local universities in Hong Kong will provide students with unparalleled access to leading entertainment companies, from which they can draw inspiration and opportunities. By leveraging serendipity in areas ranging from games to application development to immersive experiences, students can develop their expertise while building connections across cultures.

 

Intended Learning Outcomes

Professional /Academic Knowledge Skills
A. Demonstrate mastery of a structured body of knowledge spanning multimedia, AI, ethics, and entertainment theories and practices. Students will gain a systematic understanding of the landscape, with a focus varied entertainment media tools and areas of specialization.

B. Apply to their multimedia skills the innovations introduced by AI, data science to solve complex problems and create engaging and entertaining products using entertainment design and production theories. Students will utilize cutting-edge multimedia production tools and technical skills to create transformative experiences.

C. Employ specialized skills in multimedia design, and team collaboration to deliver impactful group projects. Students will work in teams to combine technical skills and build entertainment experiences that leverage the power of AI and data science.

D. Continuously review and advance knowledge and skills at the frontier of multimedia entertainment. Students will challenge assumptions, take risks, and push the boundaries of what AI and multimedia entertainment can achieve. Furthermore, students would design and apply appropriate methodologies to conduct such exploration. They will emerge with an entrepreneurial mindset to advance the field.

Generic Skills for All-roundedness
E. Develop strategic planning and project coordination skills

F. Craft and convey innovative ideas effectively

G. Foster interpersonal skills to collaborate across disciplines

H. Cultivate creativity and critical thinking for ongoing impact beyond the programme

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