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What are the prospects for the esports profession? What is the future, first of all, e-sports is not equal to online games, e-sports is not a playful to discuss how to play and waste 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.
1. Income: Nowadays, e-sports has been listed as an official sport, and it is generally believed that those who sign contracts with e-sports clubs and take it as their main profession can be called professional e-sports players. It is understood that the current number of such players in China is about 1,000 people, and their income mainly has two parts, one is the fixed salary paid by the club every month
The other part is the tournament prize. 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.
2. Development prospects: As 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. The main jobs in the esports industry are currently as follows:
E-sports athletes, coaches, data and tactical analysts, referees, professional managers, to event hosting, venue operation 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, 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.
3. Employment direction:
Tournament support (coaches, data analysts, nutritionists, player agents, etc.).
Professional content production for esports (journalists, screenwriters, copywriters, streamers, etc.).
The core personnel of the event (club professional players, referees, etc.).
Shijiazhuang Xinhua School is a good platform to visit when you have time.
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After graduation, you can be engaged in online game art, online game animation design, game concept storyline design, online game 3D design, online game character design, online game environment design, game server development, game engine development, mobile game planning, mobile game development, mobile game program development, mobile game art, mobile game testing, etc. The development prospects are also very objective.
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1) If you are very talented, and your awareness and hand speed are completely up to standard, then you can become a professional player.
2) If you are proficient in design and the details of the scene are cleverly conceived, then you can consider the work of interface design, such as online game art, online game animation design, online game concept storyline design, online game 3D design, online game character design, online game environment design, mobile game planning, mobile game development, mobile game art, etc.
3) If you are good at management and invincible in team combat, then you can try to run a club and build your own team.
4) If you are familiar with the market and have a good chance of making a public interest plan, then you can do the work of operating the retreat.
5) If you have strong expression skills and are not surprised to deal with changes calmly, then you can become an event anchor.
In recent years, China's e-sports has developed rapidly, and employment is also very good, however, many parents believe that e-sports is to play games, is to play, and do not agree with their children to learn e-sports majors, in fact, e-sports is not to play, if parents are not at ease, you can communicate with your children and learn more about the e-sports industry.
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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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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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Hello, the future prospects of esports are very good. There are a lot of people who like e-sports, and e-sports will solve a lot of employment problems in the future.
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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 the organization and management of events.
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The future development prospects of China's e-sports industry.
In recent years, China's sports industry has developed rapidly, and e-sports has not only achieved excellent results in world competitions such as the 08 Olympic Games, but will also become an official competition in the 19th Asian Games in Hangzhou in 2022.
The future development can be imagined.
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E-sports is an emerging sunrise industry, with huge development prospects, the current talent gap is large, most people do not understand this industry, thinking that e-sports is to play games, in fact, the development of the e-sports industry is driven by the development of a series of industries, such as commentary, event planning, scene design, etc., all need talent support, so e-sports is a very potential industry.
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The e-sports industry is bright, learn e-sports, you can be a professional e-sports club manager, coach, data analyst, team leader, etc.; E-sports anchors, commentators, agents, etc. in the e-sports entertainment industry; Event operation, planning, refereeing, etc. in the e-sports industry are all good choices!
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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
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.