-
With the encouragement of national policies, the application of 5G technology, and the participation of the capital market, China's e-sports market will maintain sustained and rapid growth. With the rapid development of esports, there is a huge demand for esports talents. When the policy orientation, the focus of giants and the technological background all point to one place, esports has undoubtedly become the darling of the new era.
According to the data released by CCTV2 Finance Channel on August 6, there were more than 500 popular domestic e-sports events in 2018, more than 5,000 e-sports teams in operation, and the scale of domestic e-sports users has exceeded 500 million, with a market size of more than 100 billion.
In the first half of 2019, the actual sales revenue of the market was 100 million yuan, with a growth rate, and more than 440,000 e-sports practitioners, with an average monthly salary of 10,000 yuan. China has become the most influential and potential esports market in the world. Originating from games, today's e-sports has gone beyond this framework and has become a sports industry that integrates technology, competition, entertainment, and social networking, with unique commercial attributes and user value.
The industrial chain is not mature enough, and the competition specifications are not perfect. The standardization of the global competition system and the improvement of the relevant industrial chain need to be solved urgently, and it is also necessary to combine education and training in the shortest possible time to cultivate practitioners with high professional quality for all aspects of the industry as a whole.
We also need to increase the encouragement of original content and platform creation, the current creation of original IP is precisely what we are relatively lacking and backward, but this is the core value. Therefore, we cannot take short-term goals or interests as the starting point, but take the competitive attributes of e-sports as the starting point to develop content and content output platforms. E-sports also requires a certain amount of talent, not everyone can do it, and systematic training is also very important.
-
This can't work, e-sports needs talent, and you can't all rely on playing games, otherwise everyone will play games, what about other industries, all industries can't be less.
-
There are mainly professional players, anchors, commentators, etc.
Definition of e-sports profession: A person who is engaged in competitions, sparring, experiences and performances of different types of e-sports events.
The main tasks of an esports player are as follows:
1.Participate in e-sports competitions;
2.Carry out professional e-sports training activities;
3.Collect and study e-sports team dynamics and e-sports game content, and provide professional e-sports data analysis;
4.Participate in the design and planning of e-sports games, experience e-sports games and make suggestions;
5.Performances at esports events.
-
Real e-sports talents also need to work hard, even more than studying to enter the university, so it is not ordinary people who can make money in it, or study hard and learn more knowledge in a down-to-earth manner.
-
Although there is a gap, it is definitely not possible to make money from this, not to mention the quality for the time being, it is difficult to manage this huge population.
-
E-sports is a thing that depends on talent, not if you want to play, you can play, the threshold is relatively high, and it is more difficult for ordinary people to rely on this mixed rice to eat, so it is still down-to-earth, of course, I didn't say it when I have talent.
-
What the? Earn money playing games? It's impossible, I'm playing games like this, so I'm going to drink the Northwest Wind. But if you have a talent for gaming, I think it can be used as a way to make money, and there are also professional esports players.
-
The e-sports industry in our country is still developing rapidly, so the demand for talents is also large, but not everyone can do it.
-
It's not easy to become an esports talent, and like any other profession, it takes a lot of hard work and dedication to succeed.
-
Playing games is not as simple as you think, so not everyone can do it, there is formal training and training.
-
In fact, the outlet of the e-sports industry has already passed its highest outlet as early as the first half of 2019. In the future, there may be a period of wind in 2020, but it will also be lower than last year's peak.
The reasons are as follows: rushing hot searches is not equal to the industry outlet.
There is a lack of talents in the e-sports industry, but talents, industry training institutions, policies and regulations guidance, and other aspects have not yet matured and improved, which has led to the emergence of many people in the industry, but the backbone of this talent flow is empty, and there are few sources that can take the lead. Therefore, the "talents" who invested in the e-sports stream in the early stage can only retreat after all. The effect is that people settle down in an orderly manner and start thinking about how to become the mainstay of the esports industry.
Social understanding of the two extremes is intolerant of each other
The society's understanding of the e-sports industry is still at the extremes, and the help for its development is at its own extreme. The Resolute Boycott shows that they still can't tolerate it, believing that the esports industry is useless; Activists and promoters who are keen on the e-sports industry believe that an extremely innocent identity can also bring the possibility of getting rich by becoming an e-sports owner. It can be seen that the factions above the two extremes are only half-aware of what the e-sports industry is, what benefits it has for social boosting, and so on.
There are not yet a group of people who are in a clear and rational situation, and there is an urgent need for society to accumulate this part of the people. But it takes time to build, and this year should be an opportunity, but it doesn't show a lot of enthusiasm.
Face up to the time of the esports industry
As all e-sports villains are tired of, people in the e-sports industry don't know how to do anything, and they just rely on their quick reflexes and quick fingers to want to stand up to the pillars of the e-sports industry, which may be really delusional. But it's not like there's no way out. This requires people to calm down and work hard to truly understand what kind of field esports is, which is so urgently needed by society.
The frenzy period has passed, and it's time to test the real thing. Now, it has been revealed that it is not a way for teenagers to escape their studies and get there.
In short, the future e-sports industry will be supported by certain qualifications and cultural foundations, just like countless new industry occupations that are urgently needed. Therefore, the opportunity is still equal for talents who are keen on this profession, and this profession will also be promoted smoothly in the heat.
-
Since the e-sports industry has been officially recognized as a sport, it has been trying to distinguish itself from "playing games", but in fact, for consumers, watching sports is also a kind of entertainment, and e-sports is not only a simple sport, but also an important part of the current entertainment industry. The existence of esports has the duality of sports competition and entertainment at the same time. Interestingly, in the past few years, the traditional sports and traditional entertainment industries have gradually exchanged with the e-sports industry.
In the field of sports, football giants Barcelona, Bayern, Schalke 04, Chelsea, etc., have all acquired and added e-sports teams, and Manchester City and Glory of Kings have interacted many times. Major e-sports events are learning the operation and management of traditional sports.
In the entertainment industry, on the one hand, entertainment stars such as Jay Chou, Lin Junjie, and Lu Han have openly participated in and invested in e-sports, and on the other hand, the e-sports industry is following the example of the entertainment industry, striving to "create stars" and "create stalks", and use the thinking of the entertainment industry to do marketing. Different from the brutal growth of previous years, China's e-sports industry has actually quickly found its own path, and is moving forward in the two-in-one direction of sports and entertainment. In an industry that is on the rise, what is most afraid of is killing, and of course, it is also afraid of blind enthusiasm of practitioners.
In April 2019, the Ministry of Human Resources and Social Security identified "e-sportsmen" as a profession, in order to make the industry run more standardized, and there is a scale, so that "professional players" really have a legal professional standard. And those "e-sports schools" that mess around in order to make quick money not only fail to help students truly understand e-sports, but instead become a basin of dirty water that is about to be poured on the head of e-sports.
In fact, if you really like e-sports, you don't necessarily have to take an "e-sports major", learn journalism, programming, architecture, art, curating, film and television, ......All walks of life can contribute to the esports industry. Compared with professional players, the development of the e-sports industry needs supporting facilities to maintain the virtuous cycle of the entire industry.
-
If there are too many lies, someone will take it seriously.
Even if the total number of esports talents is 0 now, what does this 500,000 gap mean? It means that after filling this gap, 500,000 e-sports talents will serve the whole country.
What's that concept? There are 1.4 billion people in the country, which means that 2,800 people support one e-sports person.
These 2,800 people are not people who love to play games or watch live games, but people of all ages and occupations.
Among them, children want to see it, do they have money to spend? Will the old man read it? Do people with low incomes spend money? Will people who are not interested watch it?
If the average monthly income of e-sports people is 10,000 yuan, it is equivalent to needing an average of three yuan and five cents per person per month to spend on e-sports.
Note that this is the average of all age groups and all occupations, not the range of people interested in esports.
You must know that the total number of Internet cafes in the country is only more than 100,000, and even if 500,000 people are assigned to these Internet cafes, there must be an average of three or four people in each Internet café. An Internet café, there are not so many cashiers, right?
So, don't take this seriously, it's not that big a market.
If you have to include those who do advertising, do business, do service, and do administrative management, then there is indeed a gap of 500,000, the question is, are these e-sports talents? After all, I am very much in favor of counting the uncle of the Chinese Academy of Sciences and Aunt Wu, who does cleaning, as scientific research talents, but I don't know if the leaders of the Chinese Academy of Sciences will agree.
-
This can't be used to train people, if you like e-sports, I want to let them go later, businesses can't be cultivated by everyone, if you cultivate, then China will be full of people who play games.
-
To become an e-sports talent, in fact, it is also a relatively hard thing, first of all, you have to have talent, and you have to go through, a period of hard training, hard training, and the training process is relatively boring. Moreover, the life cycle of esports talents is relatively short, generally from the age of ten to the age of 20 before retiring. The life cycle of an athlete is a little longer, and the average man can not retire until the age of forty.
-
The domestic e-sports industry lacks a lot of people to do, and China's e-sports has repeatedly achieved good results in the world competition, which has laid a good foundation for the development of this industry in the future. I am optimistic that this industry can flourish in colleges and universities in the future.
-
There is a large working population and many opportunities, not only in this industry, but also in other industries, and this profession can only be done when you are very young, and when you are a little older, you need to change careers, which is unstable and less engaged.
-
For the gap of e-sports talents, I personally think there is no need to replenish it, although it is said to reach 500,000, but if these 500,000 people do not do it, it is a good development goal to go in and do other careers, and it is also the amount of benefit to the country and the people, and there is no substantial help to the country after supplementing this gap.
-
In fact, e-sports is the road. There are very few people who can really go to the end, and it is good to have 10 people out of tens of thousands of people who become popular and make enough money to support their families. Therefore, it is not that there are so many people who have smashed the gap at all, but that there are too few people who can really rely on the road of Tianjin to eat.
-
In the case of e-sports talents, her talent gap can reach 500,000, because any industry needs talents to supplement, but the current e-sports talents are relatively lacking, because the society is not very good at the e-sports industry, so the entry of talents, is also relatively small, but if an industry needs healthy development, it needs talents, supplement.
-
E-sports, in fact, there are many people playing in China, what we lack is professional training and guidance. In addition, in the eyes of our parents, engaging in e-sports is playing games, which means not doing a good job and not studying well. The lack of esports talent in our field is mainly due to the need to improve our concept and increase professional training.
-
I think the phenomenon of China's e-sports talent gap of 500,000 is related to China's national conditions, in fact, Chinese people do not care very much about playing games. And many parents have a bad situation for their children to play games, feeling that playing games is delaying their children's learning, so there are very few e-sports talents in China, as the e-sports market is getting bigger and bigger this year, it has received more and more attention, and there is a great improvement in this aspect In the future, I think there should be more and more e-sports talents in China, and it will gradually become the world's largest e-sports talent country.
-
For this sentence, in fact, I still have some reservations, the e-sports industry is indeed a sunrise industry, but this industry is mostly for entertainment, although it also has its positive significance, but if too many people invest in this industry and indulge in the fun of video games, it is not a good thing for the world.
-
This is not a good thing, especially the fanfare that says that there is a shortage of 500,000, which will mislead a lot of teenagers into thinking that they all have the opportunity to have this esports job and become addicted to the game, so this is a bad thing.
The better way is to create better conditions for them, to provide them with higher salaries, to provide them with better positions, to provide them with better treatment, to improve their positions and positions, these are all better ways.
It seems that there are only questions, and the answers are unlikely to come out.
One word, practice.
Two words, practice more. >>>More
During the Qing Dynasty, there were very few people who could wear yellow coats, and wearing it was a symbol of status.
A person's self-confidence fundamentally depends on strength. Self-confidence stems from a kind of confidence in oneself, which must be on the basis of having a certain strength, otherwise it is narcissism. >>>More