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It should follow this trend。After all, now that the concept has changed, playing games is no longer a plaything, and those who can play games are technical talents, which is one of the talents that cannot be ignored.
1. The global e-sports population will reach 2 billion in 2023, and playing games is also based on ability. According to the content of the "2020 Global Esports Market Report", it can be known that in 2020, there will be 100 million fans and 100 million fans in the world, an increase of 25 million over the previous year, so newzoo (a data analysis company) has reason to believeIn 2023, the global population will be as high as 2 billion people who like esports.
Behind the growing demand, there is a shortage of e-sports players, so major colleges and universities have opened e-sports majors. At the same time, I also believe that with the increasing number of people who like e-sportsSooner or later, it will become the new popular major.
2. Playing games can be a profession. Playing games in the early days was a waste of time in everyone's mindA little devil who delays people's progressIf you want your child to fly higher, you can't get the game at all, so as not to lose your mind. But now the friends who are good at playing games can not only get the joy of success, but also be treated as idolsThere are a lot of rabid fans following.
Although there are a few schools that offer e-sports majors, with the benefits of e-sports, high employment rates, and high incomesWouldn't parents be tempted?
3. I want to say something about this matter. 01. The development of e-sports is a happy thing for many e-sports fans. In the future, everyone will take off their colored glasses for games, and they will no longer object to children playing games at home, and they don't have to worry that children will only play gamesSooner or later, starve yourself to death.
02. Even if the game becomes a popular major, don't think that it's OK to play it anyway, if you think so, it's a big mistake. In view of the fact that the game becomes more and more addictive, the little partner should still allocate time reasonably, so as not to learn professional skillsStunned is the whole whole process to accompany the name back.
03. I hope that parents can correctly understand the profession of e-sports.
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Yes. Because there are more and more people who play e-sports and like e-sports, e-sports will definitely become a popular profession in the future.
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Yes. The e-sports industry is definitely a big hit in China, and the popularity of China's e-sports industry has led to a talent gap, and the talent gap in China's e-sports industry is as high as 80 percent.
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Yes, because the e-sports industry is getting younger and more normalized, it is more and more loved by most young friends, and its status in society is getting higher and higher, so it has the potential to become a new popular major.
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Esports will become the new hot profession. Now that e-sports is becoming more and more popular on online platforms, more and more people are participating in e-sports competitions, and salaries are getting higher and higher, so e-sports will become a new popular profession.
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No, because there are only a little more than 6 billion people in the world, and if a third of the population plays esports, there will be a serious shortage of labor in all walks of life.
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I think the future of the industry is still very good, and the scale of esports users will continue to grow, it is a dynamic society, and the number of new people will continue to fill the size of society.
What we must understand is that only those young people in this society will pay attention to the e-sports industry, and only young people's money is relatively easy to earn, and the existing young people in our country will continue to learn from the industry for consumption, and those teenagers who have entered adolescence will also begin to pay attention to this industry, so the scale will continue to grow.
From the current data, it can be seen that this industry has a very good momentum of development, and more and more people will join in the future, and can create more high-quality content. <>
If an industry wants to achieve better development, I think the attitude of the country is very important, the country has a supportive attitude towards the development of the e-sports industry, from this level, the industry will definitely have better development in the future, which is also a trend in the future, so the country is unlikely to refuse. <>
I think the development of the e-sports industry is actually a good thing for young people, because young people can get more opportunities in this industry, and after creating value, they can get more salaries in the society. <>
The development of the e-sports industry is actually beneficial for everyone, for those consumers, to have more fun, for the country to get more taxes, for the economic development of the whole society, is able to achieve faster growth.
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Major listed companies in the industry:The scale of e-sports users, the proportion of recognition, the proportion of gender, etc.
The overall user scale of the e-sports industry: 500 million in 2020
At present, China has become one of the regions with the fastest development and the most attention in the global e-sports industry, and has become the first region in the world to carry out e-sports home and away. With the League of Legends World Championship and many other leading e-sports events held in China, the scale of Chinese e-sports users has further increased steadily. According to iResearch data, in 2020, the number of e-sports users in China reached 500 million.
Gender Percentage in Esports Industry: The proportion of female users is increasing
With the rapid development of the e-sports industry in recent years, especially the rise of mobile e-sports, more and more female users have begun to contact and pay attention to the e-sports field, and e-sports games have become one of the main entertainment methods for many female users. It is possible that the proportion of female users will continue to show an upward trend in the coming years.
In addition to the fun of the game itself, the gradual improvement of the e-sports system has also provided conditions for the growth of female users, women in addition to occupying the e-sports audience, but also began to be active on the field, such as Li Xiaomeng won the BlizzCon Hearthstone project world championship, and there will be more female forces active in the e-sports arena in the future.
According to the data released by the Penguin Think Tank (the data is calculated based on CNNIC netizen user portraits, research data, and Tencent e-sports big data), the proportion of female e-sports users in China in 2020 will be 34%, an increase of 4%; Male users accounted for 66%, down 4%.
The age structure of e-sports users: the post-85 generation is the mainstay
According to the data of the Penguin Think Tank, in 2020, the age structure of China's e-sports users will reach 29% of users aged 0-24; Users aged 25-34 accounted for 44%; Users aged 34-44 accounted for 18%; The percentage of users over the age of 45 is 9%. From 2019 to 2020, the proportion of users aged 0-24 and users over 45 years old is increasing, and the e-sports user group is still dominated by the post-85 group.
E-sports user group marriage and love status: the "married with a baby" group accounts for the largest proportion
According to CEA & Gu Yu survey data, only one-third of e-sports users are single, and the "married with children" group accounts for an even larger proportion, accounting for nearly 40% in 2020.
Social recognition of the e-sports industry: More than 50% of the surveyed users agree that e-sports is a sport
E-sports is widely recognized by users as a sport, mainly due to the wonderful performance of Chinese e-sports teams in international competitions in recent years. According to the survey, 53% of all users surveyed (including non-esports users) agree that esports is an emerging sport, and less than half of users explicitly disagree. Among e-sports users, the proportion of users who recognize e-sports as an emerging sport has even reached.
On the whole, the sports of e-sports has a good foundation for public acceptance.
The above data refer to the Prospective Industry Research InstituteAnalysis report on the market prospect of China's e-sports industry** and investment strategic planning
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E-sports users are different from the stereotyped image of Internet addicts, and they can participate in regular competitions at home and abroad. The esports industry is looking promising, and the demand in the market is growing. It's not just an ordinary game, it's an intellectual confrontation and a great test of teamwork.
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In the future, there will be more and more players playing electronic countermeasures games. Because, urbanization, population concentration, space constraints, and limited choice of entertainment methods. Electronic countermeasures, the use of virtual electronic space, virtual exchanges between people, saving entertainment venues.
So, there will be more and more players.
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The future development prospects of this industry are very good, because there are more and more e-sports users, and there are many people who are interested in e-sports, and this industry will have good development prospects in the future.
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In the future, it will definitely develop better and better, and it will also be liked by many people, and now many young people will choose this industry in their lives and can earn a lot of money. The scale is also constantly expanding.
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The development situation in the future is particularly good, many young people will choose this industry in their lives, and they have also earned a lot of money in this industry. The trend is also very good.
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The number of people in our country's ** e-sports live broadcast has exceeded 100 million, and the vast majority of the group is young people, which shows that the e-sports market still has the potential for development in the future.
I believe everyone has paid attention to a number that has been counted during this period of time, that is, the total revenue of our country's esports market has exceeded 140 billion, which is another driving force for the development of our country. Esports has always been an area of great concern in our country, and in the last few years, our country has been established as a sport in our country.
The scale of the e-sports market has been constantly expanding, and many companies in our country have actually participated, and this market has been getting the attention of capital recently, and bigwigs like Wang Sicong have achieved very good results in this market. <>
When I was in college, many people on my side actually paid attention to e-sports live broadcasting, and many people would pay attention to it when they didn't sleep at night, which is indeed a very good phenomenon for our country. <>
The market for young people has one of the biggest benefits, that is, their spending power is relatively strong, for many young people, they usually spend about 5 10% of their income on the Internet. From this point of view, China's telecom market has a very strong development potential in the future, and it will get better and better development. <>
The reason why China's e-sports market can exceed 100 billion is entirely because many young people in our country have a very big interest in this aspect, and the growth momentum of China's e-sports market in the future is not lacking.
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I think the scale of esports users is very large, because there are many people who like to play esports games very much, and there are also many people who want to enter the esports industry, so I think the scale of esports users is very large.
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The scale of e-sports users is very large, because now the e-sports profession is very popular, and e-sports has become a profession, so the scale is getting bigger and bigger.
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The scale of e-sports users is particularly large, spanning 10, 00, 90, 80 and even post-70s, and now the age of e-sports users is getting younger and younger.
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In 2020, the overall market size of e-sports exceeded 145 billion yuan, and the growth mainly came from the rapid development of the mobile e-sports game market and the e-sports ecological market. It is estimated that the e-sports market will exceed 180 billion yuan in 2021.
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At present, the main enterprises in the domestic e-sports industry are:Esports industry market size.
1. The market scale of China's e-sports industry continues to increase
In 2020, China's e-sports industry will grow in reverse under the impact of the epidemic, according to the data provided by the Game Working Committee of the China Audio and Digital Association and Gamma Data, from 2016 to 2020, China's e-sports industry is in a year-on-year growth trend in terms of market size and user scale. In 2020, the market size of China's e-sports industry will reach 100 million yuan, a year-on-year increase compared with 2019; The number of users is 100 million, an increase of 100 million from 2019.
The reason for the reverse growth of China's e-sports industry under the impact of the epidemic is mainly due to the fact that during the epidemic, China implemented the policy of staying at home to fight the epidemic, which made people have more free time for entertainment activities and increased the game time of e-sports.
2. Policies promote the development of China's e-sports industry
China's policy has begun to pay attention to the development of the e-sports industry. Since 2015, China has begun to pay attention to the development of the e-sports industry. In the Interim Provisions on the Administration of E-sports Events, it provides support and regulation for the development of the e-sports industry for the first time.
Subsequently, in the "13th Five-Year Plan for the Development of Sports Industry" and the "Cultural Industry Development Plan for the 13th Five-Year Plan Period of the Ministry of Culture", corresponding requirements for the development of e-sports were put forward many times.
In June 2021, in the "14th Five-Year Plan for the Development of Cultural Industries", a corresponding plan was made for e-sports again, mentioning the promotion of the integrated development of e-sports and the game and amusement industry. Encourage the development of immersive entertainment experience products. Driven by policies, China's e-sports industry will continue to grow in the future.
3. The change in people's perception promotes the growth of the e-sports industry
In 2003, e-sports was set as the 99th sport in China, and then China's e-sports player Li Xiaofeng won the championship in international e-sports events in Singapore and Italy respectively, which attracted the attention of countless people to the e-sports industry.
4. The professional setting of e-sports encourages the development of the e-sports industry
With the importance of e-sports in China and the change of people's concept of e-sports, some colleges and universities in China have launched e-sports majors, aiming to train e-sports players as real athletes and improve the professional ability of e-sports players.
At present, Nanjing University of Media and Communication, Communication University of China, Shanghai Sports University and other well-known universities have opened e-sports majors. The establishment of e-sports majors can encourage people to engage in e-sports activities to a certain extent and promote the development of the e-sports industry.
The above data refer to the Prospective Industry Research InstituteAnalysis report on the market prospect of China's e-sports industry** and investment strategic planning
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