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There is a big gap in esports majors, and there is no problem with employment.
Employment direction of e-sports majors:
The first is the direction of e-sports technology, 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.;
Sixth, the direction of e-sports, the direction of marketing talents!
The employment prospects of e-sports majors are very broad, because e-sports is a new type of industry, there is a big gap in 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, hosts and anchors, e-sports business, game internal testing engineers, etc.
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It's not true that esports are good for employment. The esports industry is actually very difficult to employ. If you do game boosting, it is easier to get employed, but it is very tiring and the money you make is very small.
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The development of the e-sports industry is still very good, e-sports is a sports project, and it has long been incorporated into the National Sports Bureau, and the development prospects are naturally very good.
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To be honest, the prospect of entering the e-sports industry is still relatively broad, even if you don't go to the company to do e-sports, you can also open a live broadcast by yourself, but the people around you are not very adaptable, and there will be some prejudice against this major, that is, you just like it, don't care too much about other people's opinions.
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The employment prospects of the e-sports industry are still very good, but as for the future, no one can say what kind of development path there will be in the future?
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E-sports professional employment direction.
1.Being a professional e-sports player is an employment direction for e-sports graduates, and for e-sports players, games are not just a way for people to recognize entertainment, but a means to make a living. However, esports has high requirements for thinking, talent, and coordination, and may have restrictions on age requirements.
2.E-sports students can work as game planners and designers after graduation, which is also a good employment direction, and now people have a lot of pressure in their work and life, and sometimes they need to play games to relax themselves, so the career of game planner and designer is very good.
3.Friends who often play e-sports may know the position of game commentator, which is also an employment direction for e-sports majors, and commentators are needed to explain the event in various large-scale game competitions and enliven the atmosphere of the scene.
Employment prospects for esports majors.
As far as the current development situation is concerned, the employment prospects of e-sports majors are gradually being optimistic. In recent years, there has been a growing talent gap in the esports industry, which has led to the introduction of esports majors in many universities.
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China's e-sports has gradually entered the mainstream vision, and the scale of the industry has expanded rapidly.
With the Asian Games winning the championship, the League of Legends S8 World Championship to the top, and the dazzling results in e-sports projects such as "PlayerUnknown's Battlegrounds", China's e-sports is gradually entering the mainstream and becoming one of the fastest-growing emerging industries.
According to iResearch statistics, the overall size of China's e-sports market jumped from 30.6 billion yuan in 2015 to 65.5 billion yuan in 2017, with a CAGR. In 2018, its market size increased year-on-year to about 86.3 billion yuan.
While the market size is growing rapidly, the number of users in the e-sports industry has also expanded rapidly, from 100 million in 2014 to 100 million in 2018, with a CAGR.
With the continuous development and growth of China's e-sports industry, the future development of the industry will show the following trends:
E-sports events will continue to be professional, sports-oriented, and diversified. China's e-sports events have been explored and developed, and the technologies and systems such as direct broadcast of events, competition systems, and professional management will be further professionalized.
At the same time, the entry of e-sports into the Olympic Games is continuing to advance, and e-sports projects in line with the Olympic spirit will be valued. In addition, third-party events with aggregate and comprehensive development value are gradually emerging, promoting the diversified development of the event market, and emerging e-sports IPs have appeared on the stage.
E-sports will be further integrated into the pan-entertainment ecosystem, and its value will continue to be highlighted.
With the continuous enrichment and maturity of e-sports events, the story value of e-sports IP will begin to be highlighted, and it will be further integrated into the pan-entertainment ecology to further expand its influence.
E-sports will be integrated into City Wars and continue to enrich the e-sports ecosystem.
E-sports has the ability to drive the industrial chain of games, digital, hardware and pan-entertainment, and is regarded as one of the important driving forces for industrial upgrading by many places. In the future, e-sports will be deeply integrated into the development of the city in three aspects: commerce, industry and culture.
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Nine deaths and a life Think about it yourself, there will always be a few who can get ahead, and those who don't can be worse than ordinary office workers.
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E-sports employment is also a very good job, but it is worth our attention that e-sports is not the same as playing games, it is not like playing games by yourself, e-sports is actually very hard, high-intensity training every day will make your eyes tired, cervical spine or something, anyway, you will be very tired and tired, it is not like what we know to play games and money, it does not exist, you have no ability, people will not want you, the competition is also very fierce, and e-sports is very age-eating, E-sports are basically young people between 16 and 24, and this time also happens to be the first period of our learning, this employment will not be very stable to follow you for a lifetime, and when you pass these years, you may be eliminated (just a personal opinion, don't spray if you think it makes no sense).
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The employment prospects of e-sports are very broad, and it is difficult to find a job easily after graduation, and the salary is also good.
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E-sports has developed rapidly in recent years, 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.
The main employment directions of e-sports majors:
Game planners, designers, etc.
It has to be said that talents in game production in China are scarce, and the reason for this is naturally the influence of the educational environment. E-sports majors are one of the few majors that can have an in-depth understanding of games, and these people are naturally more reliable in game design.
Game commentary, etc.
With the development of China's game industry, from Beijing and Shanghai to third-tier cities, more and more game competitions are held all over the country. This requires a certain understanding of the game, which is not something that anyone can control.
Career Coach. 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.
Game streamer. The anchor industry has always been very good, and it is also a professional counterpart to e-sports. It's a viable path.
Esports pro.
In fact, there are not many e-sports professional players who choose this profession, and the peak of professional players is generally around 20 years old.
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First of all, it's safe to assume that learning esports has a future!
Because e-sports is not the same as playing games, the e-sports major is not a frolicking 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, data analysis, etc.
Prospects for the development of esports:
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 posture and maintenance, hosting and anchoring, 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.
Employment direction of esports:
Competition support (coaches, data analysts, nutritionists, player agents, etc.), e-sports professional content (reporters, screenwriters, copywriters, main jokes, announcements, etc.), and core personnel of the event (clubs, professional players, referees, etc.).
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A large number of online game products with e-sports attributes have been listed, users have grown in popularity, capital has flowed into frantically, and the e-sports market has been lively in the past two years.
According to the relevant data of the domestic e-sports market, in early November 2017, Analysys released the "2017 China Mobile E-sports Business Value Evaluation Analysis", which shows that the scale of China's e-sports market will reach 90.8 billion yuan in 2017, a month-on-month increase. Tencent's 2017 Q1 financial report shows that its revenue in the first quarter was 100 million yuan, of which online game revenue increased by 34%, or 100 million yuan. This increase is mainly due to the growth of revenue from smartphone games represented by "Honor of Kings" and "Dragon Nest" and PC client games represented by "League of Legends" and "Dungeons & Warriors".
The total number of 100 million people created by the 2017 KPL spring game not only exceeded the total number of people in the 2014 World Cup, but also the total audience of the 2016 Super League.
The jaw-dropping data fully demonstrates the rapid development trend of the domestic esports industry, attracting a large amount of capital to enter the market in an attempt to get a piece of the pie. As of mid-October 2017, there have been 96 deals in the esports space this year, involving about 100 million US dollars. This figure does not involve many of the year-end heavy deals, including cloud9's financing and acquisition.
According to current news, there will be more than 120 esports investments this year, involving more than $2.3 billion. It can be seen that 2017 is likely to be the first year of the outbreak of domestic e-sports.
4. What are the employment prospects for e-sports majors?
Behind the phenomenal traffic generated by e-sports represented by KPL, there is unlimited potential commercial value, but behind the brutal growth, the overall foundation of the socks Wang e-sports industry is weak, the talent training system is insufficient, and the relevant theoretical system is insufficient. At present, there is a shortage of 210,000 talents in the e-sports industry, and 80% of employees have a strong demand for vocational skills training, and e-sports education is necessary.
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Let's not talk about whether the e-sports major is good or not, this is indeed an emerging major, and the country is currently considering liberalizing restrictions in this regard, once you become a professional player, as long as you play well, you basically don't have to worry about food and clothing, or a high-paying profession, like uzi in League of Legends, broilers, faker, are players with an annual salary of millions or even tens of millions.
However, even though there are many examples of this, I don't think esports is a great option. First, e-sports is actually a meal of youth, if you devote yourself to professional competitions, you train for 6 to 10 hours a day, so many professional players have lumbar spondylosis, and they will get hand injuries when they hold the mouse every day, so this profession is also consuming life. The second is that the employment prospects are narrow, in addition to playing a career, you can only go to the commentary, or go to the live broadcast to sell cakes, but there are actually few people who do live broadcasts, and more than 9 percent of people are cannon fodder.
Of course, if you are really interested in e-sports, you can get started with games quickly, and you can quickly become proficient in playing games, then I think you will not choose the major of e-sports, but you will be resigned, so it still depends on your speed and interest in the game. If you just think that I just want to play games, then don't go, and really think about the future, after all, this is a fork in life, which will determine the direction of your future life.
After all, esports is virtual, and it is necessary to operate it by people, and it is impossible to completely reach the point of reality. Whereas football matches are played by people personally, the skill level of the individual. Physicality and on-court play are uncertain, and there is a lot of variability, so esports can never replace real football.
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