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Essentially, esports aren't much different from traditional sports. What esports brings to us is just a new form of competition. Nowadays, esports has undoubtedly become the focus of attention of modern young people.
The popularity of games such as League of Legends M and Honor of Kings M has also led to the development of esports. However, due to the inseparable relationship between esports and online games, esports is often equated with online games. In fact, esports is not just about playing games, it is a profession.
The current e-sports club M has a very formal career planning and management system for its players. In fact, the esports industry is not just about professional players, it also includes a variety of jobs, including club operations, brand planning, content production, team leaders and managers of game teams, and other functional positions.
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Esports is not a profession, esports players are a profession, and esports encompasses a series of other professions related to it, esports is to compete against more popular video games, so as to produce events and extensions.
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E-sports is a kind of game that plays games to reach the level of "competition", it is not just a game, it is also a profession, playing games is just a simple pastime, and e-sports is a profession that requires people to spend a lot of time and mental labor to get paid.
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Esports is a competitive profession among a bunch of video games, relatively speaking, he is not for playing games, on the contrary, he has a lot of rules and needs a lot of training.
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This is still quite popular in the future, e-sports belongs to the national key training of sports projects, and the development prospects are still very good.
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There are many professions included in esports, and professional esports is just one of them.
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Game professionals, streamers, commentators, etc., all belong to e-sports.
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Learning esports education is more than just being able to play games. It is also suitable for various high-end positions, such as data analysts, event commentators, host anchors, event planners, etc., making it easy to find employment and generous treatment.
It is estimated that as early as 2018, China's e-sports users will exceed 200 million, and the market size will exceed 75 billion, an increase of . The e-sports major is not a game of discussing games and abandoning studies; E-sports education is not a general popularization of knowledge, but focuses on event organization and management, online self-marketing, commentary technology, content production, coaching, and data analysis.
FYI, thanks!
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Esports is a sport in which video games reach the "competitive" level.
E-sports is a competition between people that combines intelligence and physical strength using electronic devices as sports equipment. Through e-sports, participants can exercise and improve their thinking ability, reaction ability, limb coordination and willpower, cultivate team spirit, and professional e-sports also have high physical requirements.
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 Sports of the People's Republic of China approved e-sports as the No. 78 official sports competition. The 2018 Asian Games in Jakarta included esports as a performance sport.
Esports Events:
Esports is first and foremost inseparable from platforms, that is, video games, computer games, and smartphone games, and all esports events are game-based. Most of the games that are used as e-sports events in the world are FPS games, hero battle MOBA competitive games, and fighting games.
Well-known esports games include CrossFire, StarCraft, StarCraft, Warcraft, Dota 2, Counter-Strike: Global Offensive, Dota, League of Legends, Honor of Kings, Heroes of the Storm, Mjolnir, PUBG, Peace Elite, Apex Legends, Age of Empires, Vainglory, Overwatch, FIFA, Hearthstone, and more.
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E-sports is not the same as games, it is based on games but beyond games, is a set of culture, technology, competition, entertainment, social, development in one of the unique commercial attributes and user value of the digital entertainment culture and sports industry, as a major field of pan-entertainment, the popularity of e-sports has been comparable to the traditional entertainment industry, with the release of a series of film and television works, e-sports into more people's field of vision.
Recently, the Game Publishing Working Committee of the China Audio-video and Digital Publishing Association and the China Game Industry Research Institute released the "Report on China's Game Industry in January 2020", which shows that in January 2020, the number of online game users in China was nearly 100 million, and the actual sales revenue of the national game market was 100 million yuan, a year-on-year increase, and the growth rate increased year-on-year, of which the actual sales revenue of mobile games accounted for the total game market.
The wave of professionalization, standardization and industrialization of e-sports has been surging. CCTV News reported that in the first half of 2020, China's e-sports users increased year-on-year, with a user scale of 100 million and more than 100 job categories in the related industrial chain.
The data cited by CCTV Finance Channel also shows that it is expected that by 2023, there will be 2 billion e-sports people in the world, and China will become the country and market area with the largest contribution to this number. It is not difficult to see that in this blue ocean sunrise industry, the lack of talent will definitely become a pain point in this industry, and e-sports will eventually make more contributions to the development of the entertainment industry and the placement of jobs due to its own characteristics!
Shanxi Xinhua Computer School has opened e-sports related majors, introduced new e-sports equipment, and set up a professional e-sports training center, providing a high-quality platform for young people to learn professional e-sports. Since the opening of Shanxi Xinhua's e-sports operation management engineer major, the number of applicants has continued, which proves the teaching strength of Shanxi Xinhua in e-sports.
Shanxi Xinhua E-sports not only cultivates students' familiarity with e-sports games, but also cultivates their talents in event operation and management. After graduation, students can engage in game interface design, e-sports-related network operation, event planning and operation, e-sports hosting and other aspects of development. In terms of employment service guarantee, Shanxi Xinhua has also reached school-enterprise cooperation agreements with many domestic e-sports companies, and students can get jobs after graduation, which is also the original intention of many students to sign up for Shanxi Xinhua e-sports majors.
E-sports is an emerging industry, and the future needs more young people to create, and 2020 is destined to be the era of e-sports. Come to Shanxi Xinhua Computer School to study e-sports related majors, justify your youth, and face the future of e-sports confidently and calmly.
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Esports is also a profession, similar to non-video game competitions such as chess. 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.
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Be able to be a game developer, mobile game explainer, post coach, and e-sports player.
The key development trend of the esports industry after graduation is the direction of employment
China's outstanding talents at the level of game development are the rarest, and in the final analysis, they are the hazards of the natural environment of culture and education. E-sports majors are rare to have an in-depth understanding of the technical aspects of mobile games, and these people are certainly much better at game production.
The second is the game commentary. With the development trend of China's game market, from Shanghai and Beijing to third-tier cities, more and more e-sports competitions are held in various provinces in China.
Again, it's the post coach. E-sports professional scientific research mobile games are more in-depth, a mobile game will be analyzed at multiple levels and levels, and will continue to teach the core concept of analysis to students. After grasping the core content and tempering it, it is not too difficult to become an average mobile game coach.
can also be an online anchor. The online anchor manufacturing industry market has always been very good, and it is also a professional counterpart to e-sports. If the live broadcast room is positive and can attract total traffic, it will be a feasible road.
Ultimately, it's a professional esports player.
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The e-sports industry belongs to sports projects, which are focused on training by the state, and the development prospects are still very good.
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E-sports is not the same as playing games, e-sports is an electronic competition, and it is an emerging discipline, and many schools have also started e-sports majors.
There are two basic characteristics of esports: e-sports, athletics.
"Electronic" is its way and means, which means that the sport is carried out with the help of various software and hardware with information technology as the core and the environment created by it, which is similar to the equipment and venues in the traditional sports Lingzi project. In e-sports, "equipment" relies on information technology to achieve it, which is what distinguishes e-sports from traditional sports.
"Competition" refers to the essential nature of sports, that is, confrontation. As a sport, confrontation is the most basic feature. There are many classifications and events in esports, but the core must be confrontation and competition.
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Is there a prospect for studying esports now? Answer: Rising spring.
A: Yes, but the employment prospects are lower than those of other majors.
As an emerging major, what are the main aspects of esports employment prospects? Chen and Zhang, who just graduated from Communication University of China this year, according to their own situation and class employment, they said, "The employment situation of e-sports majors is very good, but there are not many colleagues engaged in e-sports majors" Most of them went to some Internet companies or game companies to do game operation or planning and other related work, and they themselves went to media-related industries and did not choose e-sports.
At present, there are mainly the following directions for the employment of e-sports majors:
1.E-sports technology.
After graduating from e-sports, you can work in e-sports technology, including professional players, data analysts, coaches, etc. Mainly to play games, engaged in professional competitions, but also to become a game anchor, game coach, etc., at present, all kinds of games have emerged, all kinds of competitions are also emerging, but playing games can reach the professional level is very few, the need for related professional talents.
2.Referees.
E-sports as a competitive sport, will naturally open related competitions, and the game needs a host, there are many students in the market who learn to host majors, but the direction they host is more popular, wide but not refined, as a clean game competition, it needs a lot of game knowledge as a foundation, it is best to play the game yourself, so it will be more professional and handy when hosting the game, so it is also a good choice to be a referee after e-sports.
3.Events.
This kind of direction includes organizing events, operating and managing events, etc., mainly in cooperation with some game companies to hold related competitions, such as the familiar LOL professional competition, Dota competition, Honor of Kings professional competition, etc., inviting talents from all over the country to participate in related competitions.
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1. Electronic sports is a sport in which video game competitions reach the "competitive" level. E-sports is an intellectual confrontation between people that uses electronic devices as sports equipment. Through exercise, participants can exercise and improve their thinking ability, anti-riot ability, limb coordination ability and willpower, and cultivate team spirit.
2. E-sports is also a profession, similar to non-electronic game competitions such as chess, on November 18, 2003, the General Administration of Sports of the People's Republic of China officially approved the competition of electric and fierce cover Zhikai as the 99th official sports competition. In 2008, the General Administration of Sports of the People's Republic of China re-approved e-sports as the No. 78 official sports competition.
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Hello, refers to e-sports, refers to the use of high-tech software equipment as sports equipment, intellectual confrontation between people, through sports can exercise and improve the participants' thinking ability, reaction ability, heart and eye, limb coordination ability and willpower, cultivate team spirit.
There are two basic elements of e-sports, electronic and athletic.
It is carried out with the help of various software with information technology as the core and various environments created by it.
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Hello, e-sports is a profession that specializes in playing games and debating tricks, and it belongs to professional players. They need to train every day, bridge wide or get bonuses by participating in competitions.
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E-sports is e-sports, which is a kind of sports that are played against each other through the operation of players on the computer. E-sports player Zhique also improved his early through continuous training, and he is no different from a brother athlete.
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E-sports is a popular profession now, mainly based on game fighting, and it is a profession that many people like and yearn for.
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This is the latest profession, that is, one of the electronic information industries, that is, a kind of competition for video games.
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