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Nearly sixty percent of the practitioners in the e-sports industry have a better match for their majors, and the practitioners of game companies (e-sports games) have the highest degree of matching with their majors. From the perspective of cities, practitioners are more concentrated in first-tier cities and new first-tier cities, among which Shenzhen, Shanghai, Beijing, Chengdu and Chongqing are the most concentrated.
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.
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At present, the major of e-sports is still quite good, and young people also like it, so it may still be a little difficult for development, but as long as you are willing to work hard, kenji's struggle and development is still bright.
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1. The market scale of China's e-sports industry continues to increase
In 2020, China's e-sports industry will grow in reverse under the impact of the epidemic, according to the data provided by the Game Working Committee of the China Audio and Digital Association and Gamma Data, from 2016 to 2020, China's e-sports industry is in a year-on-year growth trend in terms of market size and user scale. In 2020, the market size of China's e-sports industry will reach 100 million yuan, a year-on-year increase compared with 2019; The number of users is 100 million, an increase of 100 million from 2019.
The reason for the reverse growth of China's e-sports industry under the impact of the epidemic is mainly due to the fact that during the epidemic, China implemented the policy of staying at home to fight the epidemic, which made people have more free time for entertainment activities and increased the game time of e-sports.
2. Policies promote the development of China's e-sports industry
China's policy has begun to pay attention to the development of the e-sports industry. Since 2015, China has begun to pay attention to the development of the e-sports industry. In the Interim Provisions on the Administration of E-sports Events, it provides support and regulation for the development of the e-sports industry for the first time.
Subsequently, in the "13th Five-Year Plan for the Development of Sports Industry" and the "Cultural Industry Development Plan for the 13th Five-Year Plan Period of the Ministry of Culture", corresponding requirements for the development of e-sports were put forward many times.
In June 2021, in the "14th Five-Year Plan for the Development of Cultural Industries", a corresponding plan was made for e-sports again, mentioning the promotion of the integrated development of e-sports and the game and amusement industry. Encourage the development of immersive entertainment experience products. Driven by policies, China's e-sports industry will continue to grow in the future.
3. The change in people's perception promotes the growth of the e-sports industry
In 2003, e-sports was set as the 99th sport in China, and then China's e-sports player Li Xiaofeng won the championship in international e-sports events in Singapore and Italy respectively, which attracted the attention of countless people to the e-sports industry.
4. The professional setting of e-sports encourages the development of the e-sports industry
With the importance of e-sports in China and the change of people's concept of e-sports, some colleges and universities in China have launched e-sports majors, aiming to train e-sports players as real athletes and improve the professional ability of e-sports players.
At present, Nanjing University of Media and Communication, Communication University of China, Shanghai Sports University and other well-known universities have opened e-sports majors. The establishment of e-sports majors can encourage people to engage in e-sports activities to a certain extent and promote the development of the e-sports 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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What about the future development of learning e-sports now, I think learning e-sports now, its future development should also be very good.
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In recent years, the e-sports industry has developed rapidly, 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.
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I currently have a telecommunications industry, which is indeed very good, and if I study the future development of the computer industry now, it is still relatively good to find a job.
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Especially young people learn this kind of e-sports for the future development is still very good, at first others did not think that this kind of e-sports has a good development, but now many people are engaged in this industry.
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Now you can start broadcasting on your own with a mobile phone, you need talent to be able to eat, and the youth meal you eat is mainly your physical strength and whether you can afford to play.
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E-sports is a newly developed discipline, so it is very promising for the future, and he can participate in it with confidence and boldness.
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Electronic sports is a sport in which video games reach the "competitive" level. E-sports is a competition between people that combines intelligence and physical strength using electronic devices as sports equipment. Through e-sports, participants can exercise and improve their thinking ability, reaction ability, limb coordination and willpower, cultivate team spirit, and professional e-sports also have high physical requirements.
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 Sports of the People's Republic of China approved e-sports as the No. 78 official sports competition. The 2018 Asian Games in Jakarta included esports as a performance sport.
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After learning this major, you can become a game producer, game commentator, professional coach, and e-sports player. The main development and employment directions after graduating from the major: Chinese game producers are the most scarce talents, and the reason for this is 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 much better at game design.
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Now esports is still developing, and I believe it will get better and better in the future.
You can go to the professional computer school to find out.
The e-sports major mainly learns e-sports technology, introduction, refereeing, event organization and planning, etc.
In terms of theoretical courses for e-sports majors, in addition to compulsory university courses such as ideology and politics, English, and computer science, students in the digital entertainment direction will also study professional courses such as "Introduction to Games", as well as basic courses related to planning.
In terms of practical teaching, the college will regularly invite industry insiders to give lectures and give lectures, and students will also collaborate with students in the two directions of art and program to complete their graduation projects, and participate in competitions of related enterprises, so as to accumulate works and deepen their understanding of the profession and industry through experiential learning.
E-sports also need to learn to create stories, formulate rules, innovate gameplay, and communicate with programs and artists, so that the plan in your mind can be implemented and become a game work presented in front of players. Practitioners are required to have corresponding humanistic qualities, innovative spirit and cooperation ability. In order to cultivate talents who can give the "soul" of games, the School of Animation and Digital Arts has done a lot of exploration in the way of training.
Zero foundation, you can learn, it will not be very difficult, as long as you learn carefully.
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Learning esports now will be very good for the future, and you must study hard to be right.
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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.
At present, the e-sports industry is still in the early stage of development, the scale of labor demand continues to expand, according to the analysis report on the employment situation of e-sports players, it can be seen that there is a great demand for e-sports talents in the next few years, and e-sports, which was once considered to be "mistaken children", has developed into a new profession with high income and good prospects.
Therefore, as people abandon the prejudice against esports majors, students can master professional knowledge in school, and the employment prospects after graduation are still very impressive.
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How about learning the future development of e-sports, I personally think that it is still very good to learn the future development of e-sports, after all, every industry has its own way out, as long as you learn it well, you can find a good job.
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What about learning about the future of esports now? The future prospects for esports are still very good. Not only is esports recognized at the national level, but it is also reported that esports practitioners are paid 1 3 times the local average salary.
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What about learning about the future of esports now? In any industry, only the top is the one who makes money. How many do you know about the thousands of people who do business? Others are losing money and barely sustaining much.
The same goes for esports. How many esports graduates are there each year? How many champions do you know? A few are struggling, and most others are struggling.
Do you think you have what it takes to be one of the few?
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The future development prospects of the film profession should be good.
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The thirteenth wish of the new year: the beginning of one yuan, the renewal of Vientiane; Every year is wishful, every year is safe; Wealth is abundant, rich and auspicious; Happiness and well-being, more than celebration; Bamboo hugs peace, and the door is full of blessings; Full of joy.
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Just looking at ** can't see how this boy is, only when you get along do you know what kind of person he is, appearance doesn't mean anything, you still have to look at the character, whether you like it or not.
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Hello, junior high school is okay, it is the best period to learn e-sports!
The future employment of e-sports professionals can be in the following four directions:
1. The direction of industrial operation.
The main responsibilities are to operate, plan, and manage esports entities, including events, venues, clubs, brokerage companies, esports leagues, etc. This is currently the direction in which the largest number of people are employed in e-sports, and the coverage of employment is also the widest. The professional requirements are very strong.
2. Content operation direction.
The main responsibility is to plan and produce cultural and creative content, and publish and operate these contents in a **and new** way. The main forms of content include **, **, variety shows, etc. Content production and fiber leasing is also the direction of the current lack of talents in the e-sports industry.
3. Explain the direction of the host.
The main responsibilities are to commentate, host tournaments, or conduct esports cos and live broadcasts. This employment direction is relatively clear. Either go to various competition companies to serve as game commentators, or go to various live broadcast platforms to be live Internet celebrities.
4. Team-related directions.
The main responsibility is to assist esports pros and assist them in achieving their best competitive performance. For example, team coaches, team data analysts, and sports divisions. The employment in this direction is also relatively clear, that is, to enter major e-sports clubs and assist club managers to do things within their own responsibilities.
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In addition to professional e-sports professional players, the positions in the e-sports industry include: e-sports athletes, coaches, data and tactical analysts, referees, professional managers, event hosts, venue operations and maintenance, hosts and anchors, e-sports business, and game internal testing engineers.
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You can't take e-sports as a long-term consideration, because the game requires extremely high reflexes and flexibility, most e-sports players are between 16-24 years old, although you can make a lot of money by playing e-sports, but your reflexes can't keep up with just a few years, and then your team and your club will let you retire, because there are still many young men who are faster than you and quicker than you are waiting, So when you retire, if you have more fans, you can try live streaming, if you are just a small person in the esports circle, you basically have nothing to do after retiring.
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