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On the one hand, e-sports games are actually entertainment projects, and as I get older, I have less and less contact with games, and learning theoretical knowledge has some major decisions on social development, and the future society cannot be the road of e-sports.
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If my children listen to me, I will definitely not let me take this road, because this is just the development of an era, and how long the road of e-sports can go is still unknown, and I don't want my children to plunge into it and not come out, staring at the computer for a day and being isolated from the world, which is not good for the body and mind.
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I think that the road of e-sports is not so easy to walk, although I am reluctant to let the child take this road, but I still want to respect the child's wishes, after all, her wishes are more important, and interest is the first, if he is really interested, then I will also respect her.
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This mainly depends on the child's interests and hobbies, whether he is interested in playing games and other e-sports. If you can, you can train him and develop in this direction. After all, there is no distinction between high and low professions, just do what you want to do.
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The e-sports profession is also a new profession, just like the workers who used to be incomprehensible to many people who could not understand the Internet profession, and now the general people have accepted it, so I believe that the road to e-sports in the future will also be generally accepted. The demand for e-sports talents is nearly 2 million, which shows that it is an emerging profession and still has a lot of prospects. When I have a child in the future, I will definitely ask for his opinions and hobbies, but the road to e-sports is too hard, and I often stay up late, which is not good for my health, so I don't advocate him to take this path.
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It depends on whether he really likes it, whether he really has the talent in this area, and really not everyone can become a professional esports player. We must have a lot of friends around us who are good at playing games, but their level is 108,000 miles behind that of esports players.
And in addition, if you want to survive by e-sports, you need to persist and work hard for a long time, and the daily practice is actually very boring, and it is difficult to stick to it if you don't really like it.
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I will look at his preferences, and if he is really talented and loves esports, I will do my best to support him.
If he doesn't like me, he won't force him, just like I don't like to study, I want to sleep when I see books, I always like to skip class to dance, my dad didn't object to me, and he paid for me to attend training classes, and now I'm a dance instructor, thank you very much, dad.
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I will respect my child's choice, if he is interested in this area and is willing to work hard for it, of course I am willing to let him make this choice, it is not easy to find a job that he is interested in and loves.
Our generation has seen all kinds of Internet celebrities, big Vs, anchors, and e-commerce shopkeepers, and we are still tolerant of new things.
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Interest is the best teacher, if he is really interested, there is no doubt that I will support him, after all, e-sports has also developed rapidly in recent years, e-sports talents also include many aspects, and some universities have also opened special e-sports courses.
It is a very happy thing to be able to engage in an industry that you like to be interested in, as a parent, no matter how high or low your child's achievements are, as long as you can work happily and live happily, you will be satisfied.
As an emerging industry, e-sports may not be so competitive and less stressful, so it is really a good choice if the child is willing.
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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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But personally, I think 2 million is still a little bit more, I think those small clubs can't support such a large group of people now, the esports industry will become more and more intense, and there will definitely be some people who will be eliminated. But not necessarily, the prospects of the e-sports industry are very good now, and the development is getting faster and faster, so there will be more than 2 million people in the future. Perhaps in the future, more and more people will devote themselves to the production of games, and e-sports will become more and more popular, so there will be more and more people who need it.
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This is based on the current market ** to analyze the data, these two million are not all e-sports players, but also include talents in the e-sports peripheral industry.
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In the minds of the ignorant, esports is also marked with the label of "plaything and demoralization". However, in the consciousness of the wise, this is a kind of high-end sand table exercise of conscious thinking and strategic deployment. That is, the most powerful force of human beings, the advance of consciousness.
Looking to the near future, it is the era of remote operation of computer machinery. Unmanned fighters, tanks, mechanics, reconnaissance, blasting, rescue and even home office, household appliances will first be semi-automatic + manual setting + manual remote control, and then slowly upgrade to the ultimate full automation in practice and exploration. Therefore, the incomplete development of e-sports means that there will be no remote control masters in the future, and the quality and quantity of personnel determine that whether it is the military competition of unmanned fighters and tanks, or the rescue and rescue capabilities of unmanned reconnaissance equipment, they cannot be upgraded to a higher level.
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I think that 2 million e-sports talents are needed, so much, in fact, this data is not counted by professionals, it should be a rumor. For professional esports, you don't need that many people.
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This number of people should be based on big data statistics, and it is just a reference, and it may be very different from 2 million.
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I don't think there's any basis, this is just an approximate data judged according to the general environment, and it's more likely that it's just nonsense.
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I think there should be a basis for it. According to the current big data, people's employment trends and people's willingness to work are a general judgment, but this is only an approximate data, and we can only refer to it roughly.
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It should be the data that the relevant professionals deduce according to the needs of the current industry, and it is reliable.
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This is the official statistic release. Not long ago, the Ministry of Human Resources and Social Security released the "New Occupation - Analysis Report on the Employment Boom of E-sports Players", in which the demand for e-sports talents in the next five years will reach 2 million.
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This is a new type of drug! For the sake of economic development, no one cares.
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Any industry in the world, work, is a pyramid type, if an industry wants to develop, there must be enough bottom to support, if you don't say more, where can so many fools go to the bottom, how can people make money without the top of the bottom pyramid.
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Believe you, it's just hype.
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Gives everyone a reason to play the game.。。 Playthings are demoralized.
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To develop this ranks is to find death!
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The e-sports industry is becoming more and more recognized by people and becoming more and more popular, and it has a very large market, which is jointly announced by the Ministry of Human Resources and the Ministry of Social Security.
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It's just a reference statistic, and I think it's a deliberate exaggeration, and I don't think esports needs so many people.
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The e-sports industry is basically difficult to commercialize, because e-sports is a general concept, and the entire industry does not have a corresponding development plan, so many companies are exploring it.
Whenever we think of video games, some people think of video games as games first, and don't think that video games can be an industry. In fact, when the growth of young people is more and more inseparable from video games, what we usually call video games has become e-sports, and many young people have even become professional athletes in e-sports. If we want to further realize the commercialization of e-sports, we not only need to establish corresponding institutional norms for the entire industry, but also need more outstanding talents to join the related industries.
The talent gap in the esports industry has reached 2 million.
Although many people in life play video games, and many people also play various games on their mobile phones, most people just use games as a means of recreation, and few people play esports games professionally. Because of this, in the process of further development of this industry, there has been a talent gap of 2 million people in the entire industry, and the model of this talent gap is also being further amplified. <>
The commercialization of esports is very difficult.
The reason why I say this is mainly because the industry norms of the e-sports industry are relatively rough, because this industry mainly involves young people under the age of 30, and also includes a large number of minors, so the industry itself will be more variable. Especially when minors become professional athletes, we need to consider not only the commercialization of the esports industry, but also the healthy growth of minors. <>
At the same time, because the selection mechanism of the electrical industry is relatively not transparent and the selection method is relatively complex, it is difficult for many talented ordinary people to truly become the corresponding professional athletes through effective channels, and this industry is also being effectively explored.
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The lack of talent in this area makes it difficult to commercialize esports.
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Esports is an early-stage sporting event that still faces challenges such as talent shortages and difficulties in commercializing and monetizing esports. Tap talents from the dimension of the broader credit leasing industry.
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It is difficult for businesses to do this because there are no such talents, and it is difficult to expand the market.
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With the continuous progress of the Internet, the emerging profession of e-sports has also become popular on the Internet, especially many domestic game teams have won competitions internationally, and it has made male students in major colleges and universities carnival all night. This also means the rise of the e-sports industry, but there is still a big shortage of talents in the e-sports industry, and the implementation of e-sports commercialization is still difficult. <>
The e-sports industry does not simply include only professional e-sports players, in fact, it also includes live broadcast directors, event operators, e-sports-related production personnel, and personnel who develop and design derivatives, etc., but because this profession is just emerging, there are still great problems in the research and study of e-sports majors in major universities. The lack of professional teachers and the lack of relevant experience have also led to the great challenges faced by universities in opening e-sports majors, so it takes a lot of efforts from major departments to make the e-sports industry a part of daily life and completely commercialized. <>
Many people will also say that many young people and students are addicted to games and have no intention of learning, isn't this level of effort suitable for participating in the esports industry? In fact, the threshold of the e-sports industry is not very high, but for some professional e-sports players, they are actually young, which means that only highly talented players can break through in the e-sports industry. Many people at the age of seventeen or eighteen have not been able to play well despite playing games for many years.
In addition, the development and design of derivatives and the profession of live broadcast director also need to master a certain degree of eloquence and imagination, but these talents also need to master certain professional skills in games, so as to be able to better design and show the best skills in the live broadcast of game competitions. <>
To sum up, the challenges that the e-sports industry needs to make are still very arduous travel chaos, and in order for the game platform to achieve the maximum vertical height of openness and customization, both advertisers and platform producers, as well as universities and students, still need to do a good job of cooperation to achieve "quality and efficiency integration" in order to achieve business transformation. And this level can also allow the e-sports industry to have more and more attractive gameplay in the future, so that more and more people can participate in the e-sports game of dismantling the fiber file to experience the fun of the game.
What does the future hold for the esports industry?
From the perspective of industrial scale, in recent years, the scale of China's e-sports industry has expanded rapidly, and the industry is still in the process of rapid development. According to gamma data, in 2018, the scale of China's e-sports users reached 100 million, and the scale of the e-sports industry has exceeded 91.2 billion yuan. >>>More
With the encouragement of national policies, the application of 5G technology, and the participation of the capital market, China's e-sports market will maintain sustained and rapid growth. With the rapid development of esports, there is a huge demand for esports talents. When the policy orientation, the focus of giants and the technological background all point to one place, esports has undoubtedly become the darling of the new era. >>>More
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. >>>More
The e-sports industry is not optimistic about many people, and many Chinese think that the e-sports industry is a non-serious business and a plaything. So many people don't have a correct view of what the e-sports industry is all about, and there are many people who think that it is just a simple game, if it is just a simple game, then no one can go to the e-sports industry. It can be seen from the recent world championship match of Glory of Kings that not everyone in the e-sports industry can do it, and each of their teams practices day and night, just for a game, and a championship is even more difficult to win. >>>More
With the development of the e-sports industry, there will be a need for some highly educated and highly educated people to participate in the e-sports industry, and the e-sports industry will develop to a higher level, so the future e-sports industry will have higher requirements for academic qualifications.