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The rapid development of the e-sports industry, Tencent said the future talent gap will reach 2 million

The rapid development of the e-sports industry, Tencent said the future talent gap will reach 2 million

The rapid development of the e-sports industry, Tencent said the future talent gap will reach 2 million, for a long time, e-sports are in the midst of the controversy, e-sports, as a sporting event in the early stages of development, is still facing a shortage of talent, the commercialization of the realization of the difficulties and other challenges. The rapid development of the e-sports industry, Tencent said the future talent gap will reach 2 million.

The rapid development of the e-sports industry, Tencent said the future talent gap will reach 2 million1

China's e-sports development has become more and more prosperous in recent years, and the public's acceptance of it has also gone further. Once a net addicted teenager has also turned into a new star of today's e-sports in one fell swoop. With the booming of the e-sports professional league and the inclusion of e-sports in the official program of the Asian Games, its popularity has also increased. every time LPL won the world championship will quickly rush to the hot search, which can be seen in the influence of e-sports at the moment.

Recently, according to CNMO, Hou Miao, deputy general manager of Tencent Mutual Entertainment's marketing department, said in an interview with the media that, according to the e-sports industry's current rate of development, the talent gap in the next three to four years will reach 2 million, or even more. The e-sports talent here refers to the entire e-sports industry, including the entire industry talent such as derivatives development and design. In the major colleges and universities also appeared in the specialized gaming professional, for the training of gaming talent more and more professional.

Asian Games League of Legends performance match China's team won the championship screen

Take the most popular domestic league LPL as an example, there are players, tactical analysts, managers, commentators and other e-sports positions. Among them, players Uzi, Clearlove, Theshy, Rookie and others have made a name for themselves and have become a common topic of conversation among e-sports fans, while Guan Zeyuan, Miller, Doll and others are also very high-profile e-sports commentators. In addition, behind-the-scenes work like game development and design is also closely related to eSports.

Today's eSports is no longer a plaything in the eyes of the previous people, is a sports project recognized by the world, with the eSports dream of the teenagers can boldly chase their dreams

eSports industry is developing rapidly, Tencent said that the future talent gap will reach 2 million2

In recent years, IG, EDG, RNG, and other teams in the head of the tournament to win the championship matters frequently on hot search, triggering network hot discussion. The game has been selected as the official program of the Asian Games, and the game is taking on a whole new face of "sports events" in the public's view.

On July 26th, the 2022 Asian Gaming Industry Development Report was released at the 2022 Global Gaming Leadership Summit and Tencent Gaming's annual press conference, which showed that gaming has been enjoying a very good development trend in the domestic market.

Taking the 2021 League of Legends S11 Global Finals as an example, public data shows that the total global viewing time exceeded 170 million hours, and the peak number of simultaneous viewers exceeded 73 million, a significant increase of 60%. This is enough to prove that the social influence of today's e-commerce events has begun to match or even exceed that of many traditional popular events.

However, it should be noted that esports, as a sporting event in its early stages of development, is still facing challenges such as a shortage of talent and difficulties in commercialization.

For a long time, eSports has been in the midst of controversy, with the social stereotype that eSports players who play professionally are representatives of those who are not doing their jobs. And in fact, e-sportsman is already a new profession officially recognized by China.

In April 2019, the Ministry of Human Resources and Social Security, the General Administration of Market Supervision, and the Bureau of Statistics officially released information on 13 new occupations to the society, including eSports operator and eSportsman, and promulgated the relevant occupational skill standards.

It is estimated that in the next five years, there will be a demand for nearly 1.5 million and 2 million eSports operators and eSports players respectively.

Professionalization of eSports

Starting from the "profession" itself

Ma Zhiming, head of the Information Technology Teaching and Research Group of Guangzhou Tourism and Business Vocational School, introduced that in order to promote the rapid and sustainable development of eSports, it is necessary to increase high-level talents. In order to promote the rapid and sustainable development of the e-sports industry and increase the cultivation of high-level talents, Guangzhou Tourism and Business Vocational School, as the first public school in Guangzhou to create the direction of e-sports sports and management, began enrolling students in 2019, and the number of students currently enrolled is nearly 80.

After EDG won the championship, e-sports will carry more of the hot blooded youth of competitive sports and national honor to the stage of international events. The professional transformation of e-sports professionals will further convey to the public the fascinating charm of e-sports and the attributes of professional sports competitions. The gaming professionals need more than just talent and love, they may also need to pay more than the normal blood and sweat.

According to the Guangzhou Tourism Business Vocational School e-sports professional teacher Chen Huihui, to become a professional e-sports athlete is not a momentary thing, more . It is "three points of talent, seven points of diligence", and e-sports sports and management professional is not synonymous with "playing games".

It is based on the e-sports competition program, to promote the healthy and rational development of the e-sports industry, the direction of employment in addition to the common commentators, hosts, live broadcasts, etc., as well as the operation of the team leader, club trainers and other positions, job types more than 30.

At present, China's e-sports industry is booming period of development, the demand for talent is strong. According to reports, the overall market size of e-sports in 2020 exceeded 145 billion yuan, and the e-sports market is expected to exceed 180 billion yuan in 2021. In the next three years, the demand for e-sports talent will reach 2 million people.

The professional cultivation of e-sports talents will become a prerequisite and strong support for the high-quality development of China's e-sports industry, and is a sharp sword to help China's e-sports compete with other countries in the international arena in the future.

The rapid development of the e-sports industry, Tencent said the future talent gap will reach 2 million3

Yesterday, in the 2022 Global e-sports Leadership Summit and Tencent e-sports annual conference, Tencent Mutual Entertainment deputy general manager of the marketing department Hou Miao said that according to the current development speed of the e-sports industry, the talent gap in the next three or four years will reach 2 million, or even more.

At the same time, Tencent e-sports annual conference released the "2022 Asian e-sports industry development report", the report shows that e-sports today in the domestic market has always maintained a very good development trend. Take the 2021 League of Legends S11 Global Finals as an example, public data shows that the total global viewing time exceeded 170 million hours, while the peak number of viewers exceeded 73 million people, a significant increase of 60%. This is enough to prove that the social influence of today's e-commerce events has begun to match or even exceed that of many traditional popular events.

Regarding the report, Hou Miao said that professional e-sports players are only a small part of the talent team, and currently Tencent e-sports has cooperated with some educational institutions for teaching materials, and authorized Tencent education partners to carry out the pilot training base. On the one hand, it can give direct support to the Asian Games e-sports event, and at the same time form a systematic accumulation of experience to industrialize e-sports education. Hou Miao laughed that in the future, perhaps Tencent e-sports will be established in the vertical field of e-sports "New Oriental" or "Lanxiang".

In addition, Tencent Entertainment photon studio group marketing director, PEL alliance chairman Liao Kan also said that the gaming industry has been exploring commercialization, thanks to the high openness and customization of the game platform, the platform with advertisers to pay more attention to the "quality of the effect of the unity", to achieve a stronger commercial conversion. In addition, the gaming industry will have more ways to play in the future.

It is worth mentioning that in 2022, the global e-sports audience will increase to 532 million, and the global revenue scale of e-sports events will reach $1.384 billion. In addition, the "2021 China Professional Esports Talent Development Report" shows that the overall market size of China's esports is expected to reach 215.7 billion yuan in 2022, and the future of China's e-sports industry will usher in explosive growth.