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What is the future of learning e-sports?
Training objectives of e-sports specialty

Cultivate high-quality technical talents with solid knowledge and ability of e-sports industry, e-sports clubs and e-sports events, innovative thinking, broad and long-term industry vision and keen observation, good professionalism and personal accomplishment, and be able to serve as event planning, event organization and execution, e-sports director and e-sports director.

Employment direction of e-sports major

Competitor direction: professional referees, translators, competition organization and planning, and e-sports operation and management professionals.

Club direction: professional players, e-sports athletes, team coaches and data analysts. ?

Pan-entertainment direction: live broadcast platform anchor, e-sports star, reality show, network celebrity program planning. ?

E-sports college tutors: professional tutors, teaching assistants, etc. E-sports club, e-sports hall operation management, computer network application related work. ?

Sports medical treatment: e-sports medical treatment, psychological consultation, etc.

Employment prospect of e-sports major

After years of development, e-sports in China is moving from chaos to order and from fragmentation to systematization. According to the statistics of relevant institutions, by 2020, the number of e-sports users in China has exceeded 400 million, and the actual sales revenue of the e-sports game market in China is 710.936 billion yuan, which shows that the market scale of e-sports industry is very huge. At present, most e-sports practitioners in China

From the "non-class" background, the professional quality is low, and the e-sports professionals are relatively scarce. Setting up e-sports major in higher vocational colleges will help solve the problem of lack of professionals in the future, thus promoting industrial development.

Advantages of studying e-sports major

1, strongly supported by the state.

According to statistics, the state has allocated more than 300 million yuan for the development of e-sports, most of which are used for the construction of stadiums and sports centers, as well as the holding and sponsorship of some major events. The country's strong support paved the way for the development of e-sports industry.

2. The e-sports industry has a large market capacity.

The market size of e-sports games in China is 4.4 billion yuan, and the industry penetration rate reaches 13.4%, which has a good development prospect. At the same time, more and more people directly and indirectly participate in e-sports.

3. The e-sports industry has a large number of core users.

China is a populous country, which provides sufficient market development space for the development of e-sports industry in China. At present, there are about 70 million e-sports fans in China, and there are also many offline live events and small amateur competitions held between e-sports clubs.

4. There is a great demand for talents related to e-sports.

It is understood that in 20 19, the demand for e-sports talents in first-tier cities such as Beijing, Shanghai and Guangzhou reached as high as 30%, while the demand for e-sports talents in second-and third-tier cities reached 20%, which shows that China has an urgent need for e-sports related talents.