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Major listed companies in the gaming industry:Tencent Holdings (NetEase (NTES), Century Huatong (002602), Sanqi Mutual Entertainment (002555), Perfect World (002624), Youzu Network (002174), etc.
The scale of the e-sports market, the scale of e-sports users, the scale of e-sports live broadcast users, and the live broadcast layout.
1. The scale of the e-sports market is growing year by year
According to the statistics of the Game Working Committee, from 2018 to 2020, the scale of China's e-sports market increased year by year, reaching 100 million yuan in 2020, an increase from 2019. In 2020, the number of e-sports users in China reached 100 million, an increase from 2019.
<> with the support of the rapid development of the Internet, e-sports has developed rapidly, and the user scale of e-sports live broadcast platforms has also increased, according to immedia statistics, the user scale of China's e-sports live broadcast platform has increased year by year from 2018 to 2020, and the user scale of China's e-sports live broadcast platform has reached 100 million in 2020, and it is expected to reach 100 million by 2021.
2. The broadcast of events on major game live broadcast platforms is different
In the face of the hot e-sports industry, many game live broadcast platforms have also attracted traffic through live e-sports events, among which the more representative live broadcast platforms are Huya Live, Douyu Live, Penguin E-sports, Kuaishou Live and Blibli, the details are as follows:
In addition to the gradual diversification of e-sports events broadcast live on game live broadcast platforms, many online ** platforms are also vying to enter the e-sports live broadcast track, taking the two major platforms of short ** Douyin and Kuaishou as examples, their performance in the field of e-sports live broadcast is as follows:
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E-sports is a sport, and the country focuses on training, not simply playing games, but it is still very worth learning.
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1) If you are very talented, and your awareness and hand speed are completely up to standard, then you can become a professional player.
2) If you are proficient in design and the details of the scene are cleverly conceived, then you can consider the work of interface design, such as online game art, online game animation design, online game concept storyline design, online game 3D design, online game character design, online game environment design, mobile game planning, mobile game development, mobile game art, etc.
3) If you are good at management and invincible in team combat, then you can try to run a club and build your own team.
4) If you are familiar with the market and have a good chance of making a public interest plan, then you can do the work of operating the retreat.
5) If you have strong expression skills and are not surprised to deal with changes calmly, then you can become an event anchor.
In recent years, China's e-sports has developed rapidly, and employment is also very good, however, many parents believe that e-sports is to play games, is to play, and do not agree with their children to learn e-sports majors, in fact, e-sports is not to play, if parents are not at ease, you can communicate with your children and learn more about the e-sports industry.
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At present, the e-sports industry is quite hot now, because not long ago, their results were very good, so young people are very persistent in the e-sports industry, so it's pretty good, now.
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Since last year, the state has successively introduced various favorable policies to encourage the development of e-sports events. In the industry, the vigorous development of the global e-sports industry, the release of policy dividends, and the competitive layout of capital will trigger the formation of a 100-billion-level market in China's e-sports industry.
According to the "Business Model Construction Strategy and Investment Analysis Report of China's E-sports Industry" by the Prospective Industry Research Institute, the global e-sports revenue reached 100 million US dollars in 2016. In terms of user base, China's e-sports market completed the accumulation of 100 million users in 2016 and is expected to reach 100 million in 2017.
After more than 10 years of development, all links of China's e-sports industry chain have achieved standardized development and entered a stage of orderly growth. According to the industrial system, the entire e-sports industry chain can be roughly divided into upstream R&D companies and operators, midstream clubs and downstream user-end ecological enterprises.
However, with the booming esports industry, new problems are gradually emerging. At present, less than 15% of jobs in China's e-sports industry are in a state of manpower saturation, and the demand gap is as high as 83%.
The e-sports industry is in the early stage of development, but the development potential is huge, and the rapid development needs the support of a sufficient number of talents, so the development prospects of the e-sports profession are broad. For example, professional players, coaches, esports data analysts, team leaders, etc.; E-sports anchors, commentators, agents, etc. in the e-sports entertainment industry; Event operation, planning, refereeing, etc. in the e-sports industry. "
At present, the e-sports major is a new major opened by many schools, involving a wide range of employment directions, such as referees, players, anchors, and publicity in e-sports. "At present, BAI e-sports major DU is a new major opened by many schools, involving a wide range of career directions, e-sports DAO referees, players, anchors, publicity, etc. can be used as work directions.
The e-sports industry is in the early stage of development, but the development potential is huge, and the rapid development needs the support of a sufficient number of talents, so the development prospects of the e-sports profession are broad. For example, professional players, coaches, esports data analysts, team leaders, etc.; E-sports anchors, commentators, agents, etc. in the e-sports entertainment industry; Event operation, planning, refereeing, etc. in the e-sports industry. "Esports is all about video game competitions to achieve"Athletics"level of activities.
Through the e-sports application technology training of Xinhua Computer School, graduates can be engaged in game interface design, e-sports related network operation, event planning and operation, e-sports hosting, professional players and other aspects of comprehensive talents.
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Electronicsports are sports in which video games reach the "competitive" level. E-sports is an intellectual confrontation between people that uses electronic devices as sports equipment.
Through e-sports, participants can exercise and improve their thinking ability, reaction ability, heart-eye-limb coordination and willpower, and cultivate team spirit.
E-sports is also a profession, similar to non-electronic game competitions such as chess, and on November 18, 2003, the General Administration of Sports of the People's Republic of China officially approved e-sports as the 99th official sports competition. In 2008, the General Administration of Sport of China approved e-sports as the 78th official sports competition.
There are two basic characteristics of esports: e-sports, athletics.
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The future development of China's esports industry will be very good. In 2020, there were more than 500 million users** in the e-sports industry, and the potential of e-sports is still being developed, whether it is the e-sports market at both ends, or additional industries such as events and peripherals. At present, whether it is the national policy or the entire user consumption market, as well as the competitiveness of Chinese e-sports in the international arena, the industry is showing a good development trend.
In the Internet era, many industries are changing, e-sports has gone out of its own way from the unpromising doubts, young people love to play games, and the live broadcast industry and various e-sports events have also given the game industry great vitality. A lot of young people want to get into the esports industry. There are more than 500 popular e-sports competitions in China, and China has become the world's most potential e-sports market, but in fact, due to the rapid development of the industry, there is a shortage of talents in the e-sports industry.
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Nowadays, esports is very professional, you can compare it to professional football or professional basketball, and esports players are very similar to league football players and NBA players.
At present, the relevant policies are supporting the development of e-sports, and the market prospects are also very bright, and the future of professional e-sports will be very bright - but for players, just like thousands of troops crossing a single-plank bridge, they need to have extremely high talent and extraordinary minds, and they also need good opportunities. Hope to adopt.
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Learning esports is still very promising. From the perspective of the development momentum of the e-sports industry, not only the number of e-sports viewers has increased year by year, but the output value of the e-sports industry has also shown significant growth, and the overall market size of China's e-sports industry reached 100 million yuan in 2015, an increase over 2014. Among them, the revenue of e-sports events was 100 million yuan, the e-sports derivative income of clubs and live broadcast platforms was 100 million yuan, and the revenue of e-sports games was 100 million yuan, an increase of 1% and 13% respectively compared with 2014.
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In 2015, the overall market size of China's e-sports industry reached 100 million yuan, an increase from 2014. Among them, the revenue of e-sports events was 100 million yuan, the e-sports derivative income of clubs and live broadcast platforms was 100 million yuan, and the revenue of e-sports games was 100 million yuan, an increase of 1% and 13% respectively compared with 2014.
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