Case Study: KITAMEN x Kejohanan E-Sukan Kampus — Malaysia’s Largest Campus Esports Circuit
By KITAMEN Esports Solutions • June 2026
Executive Summary
- Kejohanan E-Sukan Kampus (KEK), launched in 2019, is one of Malaysia’s largest campus-level esports tournaments.
- KITAMEN co-created it with Media Prima’s MyGameOn and Celcom Axiata’s XPAX, later Yoodo.
- The circuit reached more than 266 campuses and 921 teams, with over 142,000 attendees and 5 million livestream views.
Deep Dive: A Nationwide Campus Circuit
KEK was designed to discover and empower student talent across higher-learning institutions, combining competition, education and entertainment into a nationwide circuit. As esports organiser, KITAMEN brought the structure and operations that let a multi-partner programme run consistently across the country, semester after semester.
The scale tells the story: more than 266 campuses and 921 teams across semesters, with 142,000 attendees and 5 million livestream views. Beyond the numbers, KEK gave students competitive exposure, scholarship opportunities and industry networking, and contributed to Malaysia’s broader push for a healthy campus esports culture.
Local Insight: The Campus Audience Was Always There
With more than 50% of Malaysians now active gamers, the talent and the audience were already on campus; KEK gave them a framework. That is the same insight behind KITAMEN’s university and campus tournament work today, taking clubs from informal play to certified, structured circuits.
Quick Data Snapshot
| Detail | Value | Source |
|---|---|---|
| Programme | Kejohanan E-Sukan Kampus (KEK), 2019 | KITAMEN works |
| Partners | KITAMEN, Media Prima MyGameOn, XPAX/Yoodo | KITAMEN works |
| Reach | 266+ campuses, 921 teams, 142k attendees, 5M views | KITAMEN works |
| Active gamers in Malaysia | More than 50% of the population | Niko Partners |
The KITAMEN Standard: From Campus Cup to Certified Circuit
The campus tournament expertise behind KEK is a service KITAMEN offers institutions today. See the project on the KITAMEN works page, or read how we run university and campus events through kitamen.my.
Frequently Asked Questions
What is Kejohanan E-Sukan Kampus?
Kejohanan E-Sukan Kampus, or KEK, is one of Malaysia’s largest campus-level esports tournaments, launched in 2019 to discover and empower student talent across higher-learning institutions.
What was KITAMEN’s role in KEK?
KITAMEN was the esports organiser, bringing the structure and operations that let the multi-partner programme run consistently across the country, alongside Media Prima’s MyGameOn and Celcom Axiata’s XPAX, later Yoodo.
How big did Kejohanan E-Sukan Kampus get?
KEK reached more than 266 campuses and 921 teams across semesters, with over 142,000 attendees and 5 million livestream views.
Can KITAMEN run an esports tournament for my university?
Yes. KITAMEN helps universities and colleges run campus tournaments to a professional standard, the same expertise it brought to building Kejohanan E-Sukan Kampus.
Where can I see the KEK project?
The Kejohanan E-Sukan Kampus project is on the KITAMEN works page at home.kitamen.my, including a video and programme details.
Call to Action
Building an esports programme on campus? Let us run it to the standard that built KEK. Chat with Ki on WhatsApp, contact KITAMEN, or explore our services.
Related Knowledgebase Articles
- University & Campus Esports Tournaments in Malaysia (2026): A Guide for Institutions
- Esports Event Management in Malaysia (2026): Your Full-Service Tournament Organizer
- Esports Broadcast & Live Production in Malaysia (2026): Stream Your Tournament Properly
- KITAMEN’s Track Record: Brands & Esports Events We Have Powered in Malaysia
Versi Bahasa Melayu
Kejohanan E-Sukan Kampus (KEK), dilancarkan pada 2019, ialah salah satu kejohanan esukan peringkat kampus terbesar di Malaysia. KITAMEN mencipta bersama program ini dengan MyGameOn milik Media Prima dan XPAX Celcom Axiata, kemudian Yoodo. Litar ini menjangkau lebih 266 kampus dan 921 pasukan, dengan lebih 142,000 kehadiran dan 5 juta tontonan strim langsung, sambil memberi pelajar pendedahan kompetitif, peluang biasiswa dan rangkaian industri. Dengan lebih 50% rakyat Malaysia kini pemain aktif, bakat dan penonton memang sudah ada di kampus. Kepakaran kejohanan kampus yang sama inilah yang ditawarkan KITAMEN kepada institusi hari ini. Lihat projek di laman kerja KITAMEN dan hubungi kami.


