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Focusing on the issue of "ease of employment", which is of concern to applicants, practitioners in the e-sports industry generally believe that the overall employment environment is good, the difficulty of employment is relatively small, and they can get their desired jobs in a relatively short period of time.
According to the report, employees believe that their jobs are more comfortable, and in terms of job satisfaction, the satisfaction of employees in game companies (e-sports games) and e-sports clubs is relatively high. From the perspective of the time from resume delivery to successful hiring, Wuhan, Beijing, Chengdu, and Chongqing take a shorter time, and the proportion of resume submission to successful employment within three weeks is the highest. From the perspective of gender and personality preference, more than half of the enterprises have no obvious gender preference, and extroverted personality practitioners are more favored.
With the development of the e-sports industry becoming more and more perfect, the state has given strong support in terms of policies, and the acceptance of the e-sports industry as a whole has also been greatly improved. According to the data of the report, 73% of the family members of practitioners have expressed support for their e-sports work, and more than 6 percent of the practitioners' relatives, friends and classmates are willing to choose to enter the e-sports field-related industries, and the overall social atmosphere has a positive attitude towards e-sports industry practitioners.
Nearly eighty percent of employees have confidence in job development.
As an emerging industry, have practitioners been trained and what abilities do they need to have?
According to the report, the employees of the e-sports industry have received pre-job training, among which the employees have participated in internal training after entering the company, and some employees have participated in external training before entering the company, which shows that because the e-sports industry is still in the early stage of development, training is essential, and the market potential of pre-job training is large.
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You can be a game producer, game commentator, professional coach, and esports player.
The main development and employment directions after graduating from the e-sports major:
Talent in game production is the scarcest in China, and the reason for this is the influence of the educational environment. Esports majors are one of the few majors that can have an in-depth understanding of games, and these people are naturally much better at working as game designers.
The second is the game commentary. With the development of China's game industry, from Beijing and Shanghai to third-tier cities, more and more game competitions are being held across the country, and many wonderful moments are easy to overlook without game commentary.
Again, it's career coaching. E-sports majors study games more thoroughly, a game will be analyzed at multiple levels and dimensions, and the analysis concept will be taught to students. After mastering the core idea and honing it, it is not difficult to be an ordinary game coach.
You can also be a game streamer. The anchor industry has always been very good, and it is also a professional counterpart to e-sports. As long as the live content is healthy and can attract traffic, it is a feasible path.
Finally, there are the esports pros.
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From an athlete's point of view, esports players are promising. Esports is a sport in which video games 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, reaction ability, heart-eye-limb coordination ability 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.
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For now, the esports industry is an emerging industry. Although most of the people involved in the game industry are young people who are full of energy, if you want to really make money and get ahead in this industry, it is one in ten thousand, and I think the most important thing is to be down-to-earth and honestly find a job.
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E-commerce is a very promising industry. The number of Internet users in China has exceeded 500 million. According to incomplete statistics on the Internet, the penetration rate of the Internet in China is close to 40%, and the future business talent gap will reach 3 million.
These are enough to show that the demand for business talents is very large.
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The esports industry is currently an emerging industry. Although most of the people involved in the game industry are young people who are vigorous and energetic, if you want to make real money in this industry, it is one in a million.
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The esports profession still has a future, after all, it is very popular with teenagers.
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There is a future, but the requirements are not attainable by ordinary people.
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Reject "spiritual opium" and arouse "national blood".
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Of course, there is a future, the key depends on whether your level can keep up.
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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 industry
4. 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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Overall market size: The e-sports ecological market has grown significantly
Since 2017, China's overall e-sports market has grown substantially, with the largest proportion of growth in the e-sports ecosystem, which includes user payments such as event tickets, merchandise, and crowdfunding, as well as the revenue generated by sponsorship and advertising companies around the event. Although the epidemic has had a certain impact on the e-sports industry in 2020, especially the offline link, thanks to the stable development of the e-sports market and the revenue growth of game live streaming platforms, the overall e-sports market will still maintain a steady upward trend.
User size trends: User growth has slowed
With the entry of esports into the Asian Games and the 2018 Chinese esports championship in the Asian Games, the topic of esports has attracted more and more attention. World-class e-sports tournaments have won championships one after another, e-sports film and television dramas have attracted much attention, and auto-chess e-sports games have all promoted e-sports to continue to go out of the circle and drive further growth of e-sports users. However, it should be noted that the rapid growth of new users is also easy to churn, and users' esports habits still need to be cultivated over time.
The proportion of women is rising
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. The gradual improvement of the e-sports competition system and the establishment of more and more women's e-sports club branches have also created conditions for the growth of female users.
In addition to occupying the audience of e-sports events, women have also begun to be active on the field, such as Li Xiaomeng won the BlizzCon Hearthstone World Championship, and more women will be active in the e-sports arena in the future.
The above data ** is in the Prospective Industry Research InstituteAnalysis report on the market prospect of China's e-sports industry** and investment strategic planning
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What are the prospects for the esports profession? First of all, e-sports does not mean that the online game e-sports major is not a frolic of discussing how to play 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.
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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E-sports as an industry, the first thing we need to talk about is its development prospects, in fact, the e-sports industry has a huge position in the global market. According to statistics, in 2018, the number of people who have had an e-sports show is as high as 100 million, and the annual revenue is as high as 100 million US dollars. The proportion of Chinese users has also increased, and it is expected to reach 15.
Now we are talking about games that are not only limited to computers, but also a large part of them have crossed over to mobile phones, such as "Honor of Kings", "Peace Elite" and a series of mobile games The rise of a series of mobile games has also given people an additional way to socialize in their leisure time. Due to the generation of a series of news such as the victory of the e-sports project in the Asian Games, it is also an improvement in the recognition of e-sports in Chinese society, so it will also let more people know about e-sports itself.
The gradual development of e-sports has not only driven the export of foreign culture, but also led to the improvement of domestic consumption. As early as 2003, e-sports was set as the 99th sport (now renamed the 78th sport) by the General Administration of Sports of China; Then, in 2016, e-sports events were encouraged by the state and included in the "13th Five-Year Plan" as one of the key projects; Subsequently, in 2017, the International Olympic Committee recognized esports as a competitive sport; In 2019, the Ministry of Human Resources and Social Security clarified that e-sports players and e-sports operators are new professions.
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E-sports will only have a future if you play at the master level and play to the professional player, otherwise it will not have much future.
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There is still a future. According to relevant data, the current gap in China's e-sports talent gap is 500,000, and with the continuous improvement of e-sports as a project of the Asian Games and the mainstream social recognition, the number of this gap will become larger and larger. At present, the main positions related to the e-sports industry are:
E-sports athletes, coaches, data and tactical analysts, referees, professional managers, to event organizers, venue operation and maintenance, hosts and anchors, e-sports business, game beta engineers, etc.
In fact, the employment direction of e-sports majors is very clear and extensive, and at present, there is still a great demand for related positions in the talent market. To put it simply, the employment direction of e-sports majors can be divided into the following 6 categories: the first is the e-sports technology direction, including the cultivation of professional players, data analysts, coaches and other talents; the second is the direction of refereeing, which specializes in cultivating professional referee talents; the third is the direction of event activities, cultivating talents in event organization, management, operation and other aspects; The fourth is the direction of sports medicine, including e-sports**, physiotherapy, psychological counseling, etc.; The fifth is the ** direction, including game production, program editing and planning, etc.; Sixth, the direction of e-sports, the direction of marketing.
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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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