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Hello, now the e-sports industry is developing rapidly, more and more teenagers have joined the e-sports industry, which is also closely related to the development of science and technology, and its development prospects should be good in the future, but the premise is that you need to have talent in this area.
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Esports has become a nationally recognized educational profession, and its prospects are promising. With the development of China's game industry, as large as Beijing, Shanghai, and small to third-tier cities, more and more game competitions are held all over the country. So now the e-sports major is also a very good major.
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The future of esports is good at the moment.
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2020 will be a milestone for the global esports market, with total esports market revenue surpassing the $1 billion mark for the first time, excluding advertising revenue from live streaming platforms.
The largest share of global total esports revenue** is sponsorship, which will reach $100 million in 2020, up from $100 million in 2019.
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The growth of the market size of the e-sports industry has given birth to the development of China's e-sports live broadcast industry. With the continuous growth of China's GDP and people's lives, China has begun to pay more attention to the development of the cultural industry, and e-sports has begun to become a sport. With the development of modern technologies such as 5G in China, China's e-sports live broadcast industry has also become popular.
At present, there are many enterprises in China's e-sports live broadcast industry, and it is becoming more and more diversified.
1. After years of development, the market scale of China's e-sports live broadcast industry has been increasing
After years of development, China's e-sports industry has entered a period of mature development, with relatively uncompetitive enterprises exiting the market, and new players such as watermelon food, Kuaishou, and bilibili entering the market. From 2015 to 2019, China's e-sports live broadcast industry has developed rapidly, according to gamma data, in 2019, the scale of China's e-sports live broadcast market is about 100 million yuan, an increase of one percentage point compared with 2018, due to the implementation of the stay-at-home policy in China due to the new crown epidemic in the first quarter of 2020, people's free time has increased, and young people in the department choose ** e-sports live broadcast to pass the time, therefore, the forward-looking conservative estimate is that the market size of China's e-sports live broadcast industry in 2020 will be about 85% In 2020, the market size of China's e-sports live broadcast industry will reach about 14.7 billion yuan.
2. The epidemic has promoted the growth of game live broadcast users, which in turn has increased the market scale of e-sports live broadcast
During the new crown epidemic in the first quarter of 2020, China's implementation of the home isolation policy increased people's leisure time, and playing games and watching live broadcasts became the best choice for many modern young people, prompting the user scale of e-sports live broadcast platforms to increase. According to the data provided by iiMedia Consulting and Gamma Data, the scale of e-sports users in China will reach about 100 million in 2020, and the growth of user scale has promoted the increase in the market size of China's e-sports live broadcast industry.
3. Relevant advocacy documents promote the development of China's e-sports live broadcast industry4. In the future, China's e-sports live broadcast industry will show a trend of globalization and content diversification
With the continuous development of China's e-sports live broadcast industry, in the future, China's e-sports live broadcast will show a trend of globalization and content diversification, and the e-sports live broadcast platform will continue to improve its own business, expand its business field, and at the same time not go global, and promote the improvement of the market scale of the entire e-sports live broadcast 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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Nowadays, esports has been officially classified as a sport, and it is generally believed that anyone who signs a contract with an esports club and has this as their main profession can be called a professional esports player. It is understood that the current number of such players in China is about 1,000 people, and their income is mainly divided into two parts, one is the fixed salary paid by the club every month: the other part is the competition bonus.
The total monthly income of ordinary players is between 20,000 and 30,000 yuan, and some players also have live broadcast contracts as income**, and the annual income is as high as six or even seven figures.
As e-sports is a new type of industry, there is a big shortage of e-sports talents, and with the subdivision of e-sports industry positions, the requirements for the quality of practitioners are getting higher and higher. At present, the positions in the e-sports industry mainly include: e-sports athletes, coaches, data and tactical analysts, referees, professional managers, event organizers, venue operation and maintenance, hosting and anchors, e-sports business, internal testing engineers, etc.
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. 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. If you find a good school to study e-sports, you can learn practical skills and have professional knowledge of e-sports, and the future development space is very good.
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The development of e-sports in recent years is still very objective, as e-sports has become an international sport, stepping into the international stage, and beginning to enter the field of vision of the masses. If you want to learn e-sports or learn about e-sports, you can go to Xinhua Computer College.
Esports in China.
E-sports is the use of information technology as the core of the software and hardware equipment as the equipment of this competition, under the rules of sports between people to achieve intellectual confrontation between people. Through exercise, participants can exercise and improve their thinking ability, reaction ability, heart-eye-limb coordination ability and willpower, and cultivate team spirit.
On November 18, 2003, the General Administration of Sports of the People's Republic of China announced that e-sports had become the 99th sport officially launched in China. So far, after just two or three years of development, e-sports has finally become the temple of sports competition from a marginal industry. E-sports integrates sports, games, IT, entertainment and other industries, creating a new situation in competitive sports that are not directly confrontational with the body.
In this regard, Ms. He Huixian, Vice Chairman of the All-China Sports Federation, said: "As a member of the sports family, e-sports will shoulder the historical mission of breaking free from the shackles of tradition and actively meeting challenges. At the same time, we also firmly believe that just like China's historic breakthroughs in traditional sports, China's e-sports can also bring miracles and excitement to the world.
Esports ≠ online games.
E-sports and online games both belong to the category of video games in a broad sense, from the perspective of historical origins, the two are born from the same root, both are the products of electronic information technology, there are many similarities in form, but they are developed according to different characteristics and along different directions, and with the official development of e-sports as a sport, the difference between the two is highlighted.
Different esports online games.
Essential features Esports is a sport officially approved by the National Sports Agency. Intellectual sports similar to chess, Go, etc. Online games are a form of leisure and entertainment.
Precise comparability It has the characteristics of a sports competition that can be quantified, repeated, and accurately compared. Online games should not be compared accurately over a certain period of time.
Skills Required Players must improve their speed, reaction and coordination skills related to electronic equipment and other competition equipment through daily hard and almost boring training. Relatively little emphasis is placed on technique and repetitive training.
Purpose of Participation Strive to win the confrontation, win the competition, and achieve good results. Pursue personal sensual enjoyment and entertainment through role-playing and simulation.
Network carriers Esports sports have fixed venues and rely on a LAN environment, and the Internet is just a means of training for esports athletes. Completely built on the Internet, without the Internet, it cannot exist.
Development direction More prominent sports characteristics, continue the development of the sports industry, and eventually move towards the professionalization and industrialization of football and basketball. More prominent entertainment, towards a similar film and television, the development of the entertainment industry.
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Now is the era of rapid development of the Internet, e-sports has entered people's life circle, so that those young people who are interested in e-sports see hope, and many people's views on e-sports have also changed.
In fact, e-sports is not a game in the traditional sense, playing e-sports is not the same as playing games, e-sports itself is competitive, e-sports is a competitive project based on the premise of fairness and justice, playing games is for entertainment, it is for relaxation, and e-sports is a sport, and traditional sports reflect the spirit of sports competition, so it is inaccurate to directly say that e-sports is to play games. As an emerging competitive sport, it is not only sportsmanship, but also social rules, and is related to moral education, aesthetic education, intellectual development, etc.
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The future of esports is still promising. Now in the initial development period of esports, there is still a great demand for talent.
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I think the future of e-sports is promising, because many people are fascinated by games, so it is also a field that tests technology, and can bring a sense of experience to more people, of course, this field has high technical requirements.
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The future of esports is good.
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Since e-sports is an emerging industry, the employment and development prospects of e-sports majors are very broad, and there is a big gap in e-sports talents.
E-sports is still an emerging industry in China, and there are relatively few people engaged in this area now, so there is a large demand for talents, e-sports professional players, event commentators, e-sports referees, etc., there are many positions that can be engaged, and the future prospects are very good.
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In recent years, the e-sports industry has developed rapidly, and the TP value of e-sports events has been rising. In 2015, the scale of the domestic e-sports market was 100 million yuan, in 2016, the market size reached 100 million yuan, and the user scale reached 100 million, and the momentum in 2017 was even stronger. At present, China has surpassed the United States to become the world's largest game market, but what is incompatible with this is that there is a huge talent gap in the e-sports industry.
According to the data of the 2017 Gamma Survey Report, the compound annual growth rate of the e-sports industry has reached 46%, and the talent gap in the e-sports industry has reached 260,000, and the demand gap is as high as 83%. The scarcity of talent is one of the bottlenecks faced by the emerging industry of esports.
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Mobile esports is the development trend of today's esports industry, and the growth rate of the mobile esports market today far exceeds that of the entire esports industry. Moreover, the market share of mobile esports is also expanding rapidly, and it is expected to reach 30% of the total esports market in the future.
According to the statistics of the "China E-sports Industry Investment Strategic Planning Analysis Report" released by the Prospective Industry Research Institute, the number of mobile e-sports users in China has reached 100 million, and with the professionalization of the e-sports industry and the rise of e-sports events, the scale of mobile e-sports users will continue to maintain a high growth rate in the future.
Overall, e-sports has become an important means of pan-entertainment upgrading. At present, a single e-sports content can no longer meet the needs of young users, and for manufacturers, in terms of game development, it is also necessary to strengthen the docking with film and television, ** and other entertainment industries, so that the e-sports industry is more diversified and popular.
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The prospects for the development of the esports profession are broad. There are nearly 50,000 employees in the esports industry, with 260,000 job vacancies, and the talent gap will widen to 500,000 by 2020. As a result, many universities have set up e-sports majors, such as Communication University of China, Shanghai University of Sport, Macau University of Science and Technology, etc., which have begun to cultivate e-sports-related talents.
Most of these colleges and universities are mainly focused on cultivating club operation and management talents, commentary talents, and event operation talents in the e-sports industry, and there is no educational support for e-sports players.
There are two essential characteristics of the sport of eSports.
"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 traditional sports. In e-sports, "equipment" relies on information technology to achieve, 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 characteristic. There are many classifications and projects in e-sports, but the core must be confrontation and competition.
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The esports industry is getting hotter and hotter right now, and there are more and more esports games. In the future, you can become a professional player and get a streamer or a commentator.
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