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E-sports In recent years, the e-sports industry has developed rapidly, and the value of e-sports TP 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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1.Salary income, according to the current salary income of e-sports professional players, the third-tier teams are basically about 6,000 a month, the second-tier teams are about 8,000-12,000, and the first-line teams are basically more than 20,000, and there is no upper limit.
2.Bonus, the bonus is divided into two pieces, one is the bonus won by winning the game, usually tens of thousands of yuan, even millions of dollars in large competitions, and the other is the bonus given by the boss after winning the game, which is generally about 100,000.
3.Endorsement income, because today's e-sports professional players are like stars in the e-sports circle, many of them have super high popularity, and the team can use their popularity to receive endorsements, and as super popular players, they also have a commission.
4.Live broadcast income, now all slightly well-known professional players will start live broadcasts, first, the anchor's signing fee is very high. One is that the team can get a commission from it, and the other is that the players can also make more money.
So to sum up, it is no problem for a third-tier professional player to earn tens of thousands of dollars a month, a second-tier professional player to earn about 20,000 yuan a month, and a first-tier professional player is not necessarily, the minimum is to start with hundreds of thousands, and the high is hundreds of millions.
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Learning esports is still very promising. From the perspective of the development momentum of the e-sports industry, not only the number of e-sports viewers has increased year by year, but the output value of the e-sports industry has also shown significant growth, and the overall market size of China's e-sports industry reached 100 million yuan in 2015, an increase over 2014. Among them, the revenue of e-sports events was 100 million yuan, the e-sports derivative income of clubs and live broadcast platforms was 100 million yuan, and the revenue of e-sports games was 100 million yuan, an increase of 1% and 13% respectively compared with 2014.
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The overall user scale of the e-sports industry: 500 million in 2020
Gender Percentage in Esports Industry: The proportion of female users is increasing
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.
In addition to the fun of the game itself, the gradual improvement of the e-sports system has also provided conditions for the growth of female users, women in addition to occupying the e-sports audience, but also began to be active on the field, such as Li Xiaomeng won the BlizzCon Hearthstone project world championship, and there will be more female forces active in the e-sports arena in the future.
The age structure of e-sports users: the post-85 generation is the mainstay
According to the data of the Penguin Think Tank, in 2020, the age structure of China's e-sports users will reach 29% of users aged 0-24; Users aged 25-34 accounted for 44%; Users aged 34-44 accounted for 18%; The percentage of users over the age of 45 is 9%. From 2019 to 2020, the proportion of users aged 0-24 and users over 45 years old is increasing, and the e-sports user group is still dominated by the post-85 group.
E-sports user group marriage and love status: the "married with a baby" group accounts for the largest proportion
According to CEA & Gu Yu survey data, only one-third of e-sports users are single, and the "married with children" group accounts for an even larger proportion, accounting for nearly 40% in 2020.
Social recognition of the e-sports industry: More than 50% of the surveyed users agree that e-sports is a sport
E-sports is widely recognized by users as a sport, mainly due to the wonderful performance of Chinese e-sports teams in international competitions in recent years. According to the survey, 53% of all users surveyed (including non-esports users) agree that esports is an emerging sport, and less than half of users explicitly disagree. Among e-sports users, the proportion of users who recognize e-sports as an emerging sport has even reached.
On the whole, the sports of e-sports has a good foundation for public acceptance.
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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