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What's the future of the eSports profession?

Young people need self-identity and a future outlet, and the future of the e-sports profession is bright.

At the Wuzhen Internet Summit, Fok Kai-kong, vice president of the Fok Ying-tung Group and chairman of the Asian Gaming Association, said of e-sports that while e-sports are a small part of online culture, they are already the second-largest sports program in the world.

League of Legends

The event is more important to bridge the communication between young people and help them find professional value and existence, self-identity and a way out for the future.

In recent years, under the impetus of international tournaments and Internet gaming capital giants, computer-based athletic projects have developed rapidly, and e-sports has become a huge emerging industry, and the professionalization of e-sports operators and e-sports players is inevitable.

The e-sports profession is still very promising:

I. Huge demand for professional positions.

With the rapid development of the e-sports industry, there is a huge demand for e-sports talents from enterprises. The Ministry of Human Resources and Social Security released the "New Occupation - eSportsman Employment Prosperity Current Situation Analysis Report" shows that less than 15% of eSports positions are in a state of manpower saturation, and predicts that the demand for eSports gaming industry talent in the next five years will be nearly 2 million people. In recent years, China has become the world's largest e-sports market. However, the huge talent gap in the e-sports industry has led to problems in the development of the industry.

According to an analysis report released by Gamma Data in May 2017, China's e-sports industry has reached 50,000 employees, with a talent gap of 260,000 in the industry. This, in addition to the lack of e-sports players, e-sports practice management positions, which require practitioners to have an in-depth understanding of the rules of e-sports and the mode of operation, the same phenomenon of a will be difficult to find.

By 2021, the global e-sports audience is expected to reach 474 million people, and global e-sports revenue will reach $1.084 billion. The industrialization of e-sports is by no means a bad thing, and it is the duty of the regulatory authorities to promote the stable advancement of the e-sports industry within the rule of law. Like other industries, the e-sports industry is in great need of all kinds of talents in the context of e-sports specialization. For example, the relevant person in charge of EDG, who won the championship this time, said that the most lack of camera, photography, post, choreography, graphic design and other positions.

Two, e-sports is known.

With the explosive growth of e-sports competitions, the rapid expansion of the e-sports fan base, and more and more countries and regions listing e-sports as an official sport, e-sports will become the main character of the market in the next few years! At the same time, eSports is also slowly getting rid of the prejudice it faced as a new thing, and is increasingly accepted and recognized by the public, so the future development is worth looking forward to.

Last year's EDG championship, according to relevant statistics, EDG related to the list of 80 hot searches. The reading volume is also exceeded 2 billion. This also let more people understand what is e-sports. This is also from the other side to promote our country's e-sports industry ushered in the booming development.