Is the e -sports industry good?

The prospects are particularly considerable. Now the concept of e -sports will become more deeper. We can learn gaming at the age of 15 when we are 15 years old.

5 thoughts on “Is the e -sports industry good?”

  1. Generally speaking, the e -sports industry is still very good jobs:
    1, e -sports professional club manager, coach, data analyst, leader, etc.; Brokers, etc.;
    3, the competition operation, planning, referee, etc. in the e -sports event industry.
    The e -sports competition is a competitive event at the competitive level. The e -sports movement is an intellectual confrontation movement by using electronic equipment as a sports equipment. Through exercise, you can exercise and improve the thinking ability, response ability, the ability and willpower of the heart and limbs of the heart, the heart, and the limbs, and cultivate the team spirit.
    E -sports prospects:
    The domestic e -sports industry has developed rapidly in recent years, mainly due to the promotion of the following factors: capital, social, policies, and technology.
    The domestic competitions have developed rapidly during 2014-15, and the increase in the scale and bonus of the event has a positive impact on the increase in the exposure of players, further expanding the user base of e-sports, and improving the ecosystem of the gaming industry.
    "E -sports Movement and Management" major mainly cultivates practitioners related to e -sports industry, including e -sports athletes, coaches, referees, professional managers, event planning and execution, tactical and data analysis, venue operations, venue operations Related talents such as maintenance, club operation and management, e -sports hosting and anchor, e -sports business and other related talents.

  2. As an emerging industry, e -sports has also ushered in explosive growth in the past few years, such as the "League of Legends" S, "DOTA2" TI invitation, etc. The normalization of things has also made it more and more attention. Just like all the rising industries, in the process of rapid development of the e -sports industry, it also encountered the situation where talents were not enough to match the rapid development of the industry.

    The news a few days ago has reported such a news. "As of 2020, the talent gap in the e -sports industry has reached 500,000." From this point of view, the e -sports industry seems to be a gold rush hot land everywhere, but is this really the case?
    In fact, the concept of the talent gap in the e -sports industry reached 500,000, which appeared as early as 2019. However, there are obvious problems in this number, and the volume of China's e -sports industry may be difficult to support 500,000 practitioners. How big is the scale of China or the global e -sports industry? In fact, it is a question of distinguishing people in the industry and ordinary players. The answers of different people often have a difference.

    In data that supports the gap between the talents of the Chinese e -sports industry with 500,000 huge data, describing such a number, the market size in 2020 will reach 109.56 billion yuan, and the market size will break through in 2022 to break through 180 billion yuan, the number of users will reach 418 million. From this point of view, a 100,000 -dollar market to accommodate 500,000 practitioners is obviously a very relaxed thing.
    but the third -party game market data service provider Newzoo, in the "Global E -sports and Game Live Market Report 2021" released by the third -party game market, shows that the global e -sports market revenue will increase from US $ 947.1 billion in 2020 to 2021 US $ 1.84 billion, a year -on -year growth rate of 14.5%. 947.1 billion US dollars are almost 6.1 billion yuan, which is obviously different from the 100 billion market size of domestic statistical institutions, and the former is counting the world, while the latter is only the domestic market.

    So that data can reflect the real scale of the e -sports industry. As the current domestic ears in the domestic e -sports field, Tencent is naturally clear. In the "World and China: 2019 Global E -sports Sports Industry Development Report" released by Tencent E -sports and "E -sports" in June 2019, the global e -sports market size reached US $ 1 billion in 2019, an increase of 26.7 year -on -year, a year -on -year increase of 26.7 %.

    In fact, the different standards adopted in some domestic research institutions and the different standards used in Newzoo data are the key to this issue. The NEWZOO composition of the revenue of the e -sports industry is divided into sponsorship income, media copyright, peripheral goods and tickets, game publishers subsidies, virtual products and live revenue, which is basically similar to the revenue of traditional sports.

  3. The main listed companies in the industry: At present, related listed companies in the domestic game industry include Tencent Holdings (00700.HK), Netease (09999.HK), Century Huatong (002602.SZ), Sanqi Interactive Entertainment (002555.SZ), Perfect World ( 002624.SZ), Youzu Network (002174.SZ), Giant Network (002558.SZ), Shengtian Network (300494.SZ), Yao Ji Technology (002605.SZ), Electronic Network (603258.SZ), etc.
    If this article core data: the development process of China's e -sports industry, the actual sales revenue of Chinese e -sports, the scale of Chinese e -sports users
    Starting to explore the e -sports, at this stage, the two games of "StarCraft" and "Counter -Strike" released by the American Active StarCraft and Valve Company were introduced to my country. With the rapid development of my country's network of network, the e -sports industry in my country Birth.
    In 2003, e -sports was set as the 99th sports project in my country. In the same year, CCTV founded the "E -sports World" column, which made Chinese e -sports began to be accepted by most people. The State Administration of Radio, Film and Television promulgated the "Notice on Banning to Broadcasting Computer Online Game Programs", and e -sports encountered a blocked situation. Later, with 2005, Li Xiaofeng won the World E -sports Contest (WCG) World of Warcraft in Singapore. At the enthusiasm of Chinese e -sports players, they even started thinking and trying to explore the road of e -sports development belonging to China.
    In 2008, the State General Administration of Sports changed e -sports to the 78th official sports competition. There are more and more homes, and at this stage, there are even a group of regular, powerful e -sports teams; in 2013, the State General Administration of Sports officially announced the establishment of the Chinese e -sports national team.
    after the development of PC and mobile device technology after the development of PC and mobile device technology, the country has begun to encourage the development of e -sports projects. Explosion growth. In 2021, e -sports was written into the "Fourteenth Five -Year Plan" cultural industry development plan, which mentioned that promoting the integration and development of the e -sports industry and the game and art industry, and encouraging the development of immersive entertainment experience products, which means that my country has begun to attach great importance to the e -sports industry. In the future, my country's e -sports industry will usher in new explosive growth.
    2021 was shaded by the epidemic, and the offline activities of e -sports events were reduced, resulting in difficulty in online model business realization, coupled with the requirements of minor online game anti -addiction policies. In 2021, the growth rate of sales in my country's e -sports game market fell to 2.65%, and the overall sales scale was 140.181 billion yuan.
    2016-2020, the proportion of Chinese e-sports game sales revenue accounted for the total income of the game market year by year. In 2021, China's e-sports game sales revenue accounted for 47.28%of China's game sales revenue, a decrease from 2020.
    The e -sports users may usher in a new round of growth
    2016, the scale of Chinese e -sports users has increased year by year. In 2021, the number of Chinese e -sports game users reached 489 million, a year -on -year increase of 0.27%, a decline in growth rate. However, as e -sports entered the Asian Games and the Chinese team to win the League of Legends Finals, Chinese e -sports users may usher in a new round of growth.
    The proportion of Chinese e -sports game users accounted for the number of game users. In 2021, the number of Chinese e -sports game users accounted for 73.42%of the number of game users, an increase of 0.04%over 2020, and the growth rate was slower compared to 2020.
    At present, e -sports has been written into my country's "Fourteenth Five -Year Plan". In the future, my country will inevitably introduce more policy specifications to regulate the development of my country's e -sports industry. develop. Compared with other countries, my country's e -sports talents are relatively scarce, but in recent years, my country has actively promoted the establishment of related majors in colleges and universities. Some colleges and universities have opened e -sports majors. In the future, my country will train some professional e -sports talents to promote my country The e -sports industry is developing towards the trend of professionalization. In addition, with the continuous development of my country's e -sports industry, my country's e -sports industry will gradually integrate with the world and develop towards the trend of nationalization.
    It data refer to the "Analysis Report on the Forecast and Investment Strategic Planning of China's E -sports Industry Market Prospects in China"

  4. 1) If you have a different talent, consciousness and hand speed are completely up to standards, then you can do professional players
    (2) If you are proficient in design, the scene details are clever, then you can consider the work of interface design work For example, online game art, online game animation design, online game concept/story plot design, online game 3D design, online game character design, online game environment design, mobile game planning, mobile game development, mobile games and arts and other work
    (3) If you Good at management, team operations are invincible, then you can try to operate a club yourself to build your own team.
    (4) If you are familiar with the market and promote the planning, then you can do the work degraded.
    (5) If you have a strong ability to express and deal with it calmly, then you can be an event anchor.
    In recent years, my country's e -sports has developed rapidly and employment is also very good. However, many parents believe that e -sports is playing games and playing. It's not to play. If parents are not assured, they can communicate with their children well and learn more about the information of the e -sports industry.

  5. Generally speaking, the e -sports industry is still very good jobs:
    1, e -sports professional club manager, coach, data analyst, leader, etc.; Brokers, etc.;
    3, the competition operation, planning, referee, etc. in the e -sports event industry.
    The e -sports competition is a competitive event at the competitive level. The e -sports movement is an intellectual confrontation movement by using electronic equipment as a sports equipment. Through exercise, you can exercise and improve the thinking ability, response ability, the ability and willpower of the heart and limbs of the heart, the heart, and the limbs, and cultivate the team spirit.

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