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Can I learn e-sports with junior high school education?

In the autumn technical school enrollment season every year, parents and classmates who don't get good grades in the senior high school entrance examination are struggling to choose their major.

What major is promising and what major is the most popular.

I have seen many voices here who want to know about e-sports, but parents know nothing about it. Children understand this very well, but they are still stubborn about choosing to learn e-sports.

It is hard to imagine whether these young children with low academic qualifications will jump into a pit with uncertain prospects or spend money on burning their brains, and may not find a fire pit suitable for work in the end. Optimize this small series of Earthworms. I hope that students and parents who choose schools can know something about The Secret Behind in the e-sports industry and choose schools and majors rationally.

1. About e-sports becoming an Asian Games event.

They said, "E-sports became a competition in the 20 18 Asian Games in Jakarta, and China beat the Korean team to win the championship". First of all, this sentence is wrong and false. The correct statement is: League of Legends game participated in the Asian Games as a performance item at the 20 18 Asian Games in Jakarta, and China team finally beat the Korean team 3- 1 to become the champion of this performance item. Only 8 countries and regions participated in this performance (45 countries participated in the Asian Games), including China, China and China Taipei. Judging from the results of the competition, there are still two countries that have not won (0 wins and 6 losses). In other words, the level of competition is very poor. As you can understand, there are very few countries participating in the performance of an Asian Games, and the level gap is very large. Such an example, how dare you take it as an example to show that e-sports has a bright future? How to explain "performance items"? Let's just say "China Kung Fu" is typical. As early as the 2008 Beijing Olympic Games, China Kung Fu also participated in the Olympic Games as a performance event, but until today, it has not even become a supplementary event of the Olympic Games.

2. E-sports has been declared as an official event of the Olympic Games.

The "e-sports" they advocate is applying to become an official Olympic event. I'm afraid I haven't finished the second half of this sentence. E-sports once applied to become an Olympic event, but was rejected for reasons such as' anti-Olympic purpose' and' not in line with sportsmanship'. Some e-sports manufacturers, clubs and other organizations naturally want to apply to become Olympic events for their own interests. Since it is an application, of course, there is no need for harsh conditions. You can apply, and I can apply. As long as you have a name with "sports", you have a chance to apply. But whether it can become an Olympic event is another question. Last September, the Olympic Committee explicitly refused e-sports to enter the Olympic Games, and gave a clear and firm reason: "We don't allow violence to enter the Olympic Games". The founding purpose of the Olympic Games is to guide healthy and correct physical and mental competition to replace the confrontation between people, organizations and countries and eliminate hatred and estrangement. The spirit of the Olympic Games is "fair competition, mutual understanding, friendship and unity". Almost all the existing so-called e-sports projects win by "killing" and "destroying" opponents to obtain resources or points. (League of Legends, the glory of the king, Jedi Survival and other most popular competitive games are all) Therefore, the existing events cannot become Olympic events. You can ask your children what kind of competitive games they like and how to win. If you win without hurting others, can you do it in the game? Therefore, the e-sports content itself is not healthy. In addition, Olympic events respect the principle of fairness and justice, and all events require all parties to complete under completely fair and just conditions. However, the reason why e-sports is extremely ornamental and entertaining is that it is "random" and runs counter to fairness and justice. To this end, the Olympic Committee once again confirmed the decision to refuse e-sports to enter the Olympic Games in June and February last year, 5438, and once again issued reasons and statements. It can be seen that e-sports will not enter the Olympic Games for at least five years (before the 2024 French Olympic Games). Theoretically, as long as the Olympic spirit remains unchanged, e-sports will never become an Olympic event. Therefore, if your child chooses e-sports, he will not become an Olympic athlete.

3. The history and future trend of e-sports.

E-sports did not expect to join the Olympic Games from the beginning, but chose another way out, WCG, the World E-sports Competition. This is an "e-sports Olympics" initiated by South Korea and sponsored by world electronics giants such as Microsoft and Samsung. Unfortunately, this is not a current story, but something that happened in 2000. Many parents and children think that e-sports has reached its peak now, but in fact, the peak of e-sports has long passed. Wcg, once the highest e-sports event and grand ceremony, is comparable to the Olympic Games in the eyes of e-sports players and players, and its live network TV broadcast and advertising sponsorship are also quite Olympic. Even CCTV 5 has opened up e-sports and wcg TV programs. At the same time, all kinds of e-sports platforms, clubs, professional leagues, electronic products sales, advertising agencies, Internet cafes and other industries and places developed in full swing during the eight years from 1998 to 2008. As a professional player, the income is increasing day by day, and the future is infinitely optimistic. Unexpectedly, however, due to the impact of the hot online game boom, the momentum of e-sports has plummeted and popularity has plummeted. E-sports and its surrounding industries almost fell to the bottom after just rising. The industry is declining faster than it is rising. By 20 10, the 10th wcg was held in Los Angeles, USA. Since then, no country in the world is willing to host wcg events. China took the last stick and held three shrinking wcg sessions in Kunshan for three consecutive years. By 20 13, the wcg preparatory group was dissolved, and the world e-sports competition completely disappeared in history. The e-sports industry nearly collapsed and was forced to reshuffle, once disappearing. Nowadays, relying on the development of games such as League of Legends, Survival of the Jedi, the glory of the king and DOTA2, e-sports have re-entered people's field of vision in the form of webcasting. However, the characteristics of the industry are still distinct and the risks still exist. Unlike many children and parents, it is not an emerging industry with unlimited sunrise. On the contrary, it is a yesterday's yellow flower with cold rice and hot speculation, and the risk is difficult to estimate. Its development is extremely unstable, and its success or failure is directly tied to several popular games. The rise and fall of these games or the release of new forms of entertainment may directly lead to the decline and reshuffle of the industry again.

4. About the income and difficulty of e-sports professionals.

Many e-sports professional schools claim that the income of e-sports professionals is guaranteed, and some even claim that the income is extremely high. Because there is no real insider around to verify, the depth of the water is unknown. However, even if what they say is true, the signing fee is tens of thousands, the annual salary is tens of thousands, and the competition bonus is tens of millions. So, how can I get the money? Did you explain how to sign the contract? How can I become an official player? How can I become a top player and get a prize? We can talk to children and parents about how to get the money. Take the most popular League of Legends LOL as an example: there are 16 clubs that League of Legends can play in professional leagues (LPL leagues) in China, and each team has two teams, one team and two teams, each with five people, so we know that there are 16×2×5 = 160 people, plus four substitutes. In other words, including substitutes, there are 288 professional players who can play in the league. Excluding foreign aid players from other countries in the club (most of them are Korean, and most of the clubs have 2-3 Korean players in the 1 team), there are more than 200 people. So, how many players are there in League of Legends? At the end of 20 18, the number given by League of Legends game manufacturers was 46.93 million, which was reduced by half to 23.5 million if duplicate accounts were removed, and by half to11750,000 if you didn't play much. 1 1750000 Only 200 players can enter the income club where they can play games. It is equivalent to 58,000 players, and only one person can sign a contract and get the signing salary. Even if only 100 players want to play professional games, the competitive pressure for professional seats is still as high as 1/580. What's more, there are actually many players who want to play professionally, and the actual competitive pressure is much higher than one thousandth. In other words, among thousands of people who study so-called professional e-sports, only 1 can finally enter the professional lineup, realize their career dreams and get the salary told by the school. In fact, in April this year, the League of Legends JDG Game Club invested by JD.COM Group also disclosed relevant information. In fact, there are not 200 official players who can reach the target. Then use practical operation to illustrate the difficulty of children's career promotion: any professional club that wants to be a member of 1 team must go through this process:

1 team

= 2 teams

A substitute for the game lineup

←←←←←←←←←←←←←←←←←←←←←←←←←←←←←859

← New signing personnel

School graduates

(It is 8/25 difficult for graduates to register for elimination, from the school's self-report). In other words, if a child wants to become a high-paying e-sports player, he needs to be eliminated no less than 4 times, and the minimum elimination rate is higher than 2/3. The harder it is to go up, the greater the pressure. Generally speaking, it is much more difficult than getting your child into Tsinghua Peking University. If you have given up letting your child enter Tsinghua Peking University, what gives you confidence and courage to support your child to become a professional e-sports player ... Is it interest? Please look down!

5. About the needs of children to become professional players.

In fact, if a child just likes playing games, he won't find it difficult, but he will find playing games interesting. The reason why he wants to enter the e-sports industry and become an e-sports professional player is mostly because of interest. However, interest and becoming a professional player are completely different concepts. Unlike learning a skill and becoming a practitioner. For example, learning animation technology does not necessarily require you to be better than others. As long as your skills meet the job requirements, you can get paid. You don't need to have special talents and abilities. However, as a kind of sports competition, e-sports needs the ability to beat others in order to get the post salary. This doomed him to have superhuman talent or natural qualifications. Take basketball as an example. You don't need any talent and physical conditions to play basketball for nothing, but to be a basketball player, you must surpass ordinary people in height and physical quality. If you want to be an excellent basketball player, you must be as tall as Yao Ming or as strong as Yi Jianlian. If not, sorry, I can't exercise the day after tomorrow. Interest and perseverance alone can't solve it. In fact, e-sports, like special sports, need talent and natural physical and psychological qualities. Many sports don't require high nerve response, such as running, and you can reach the finish line first if you don't start well. But the requirement of e-sports for reaction speed is absolute. You can only beat your opponent if you react faster than your opponent. On the contrary, you are bound to be defeated by a faster opponent. Let's take League of Legends as an example. Reaction speed of former professional player "Faker" 106 ms. The limit reaction speed of normal people is 200-250 milliseconds. However, can the extreme reaction speed be exercised? The answer is no, you can reach the limit through exercise, but you can't break through your own limit. If your reaction limit is not higher than that of ordinary people, it is almost impossible for you to become a professional e-sports player. And few people have this kind of reaction speed. It is no exaggeration to say jokingly that "one in a million Wulin wizards". Besides, I can't feel this ability. It is not that parents think that children are taller than ordinary people because of their quick brains. Only by comparing with professional experts can they make a preliminary judgment. The condition of reaction speed is only one of the natural requirements for becoming a professional player. The ability of micro-coordination, the accuracy of hand speed and mouse operation, quick logical thinking, comprehensive psychological quality, anti-tension mentality, etc. are all higher than the exercise limit of normal people, plus very hard exercise to become a qualified professional player. Therefore, many e-sports people found out after several years of employment that they, as ordinary people, have become stepping stones for others. To say the least, hard work is still fundamental. An e-sports player with a competitive pressure of one in ten thousand, works ten thousand times, and his interest and career are two different things. When one game is tired, change to another, so it is easy to play 10 hours a day. But when you play games as your profession, you force yourself to practice 10 hours every day. Even if you are tired of playing, you should keep practicing 10 hours every day. Even if you have a new game and want to play it very much, can you practice the same game 10 hour while restraining yourself from playing the new game? Hard work and perseverance are the most basic elements of becoming a professional player. If parents think that their children's self-control and perseverance are average, try not to choose this highly competitive industry.

6. Professional e-sports career

In fact, the most unacceptable thing in the e-sports industry is the career (working hours) of e-sports players. It is precisely because of the extremely high requirements of e-sports on the physical and mental quality of players that the e-sports industry has almost strict requirements on the age of employees. As I said just now, the quality that e-sports players need most is reaction speed, which has a great relationship with age. Once the response to aging declines, the competitive state and performance of e-sports practitioners will decline rapidly in most cases. So what is the professional life span of the average e-sports player? 16 -25 years old. What is the grade period? 18 -22 years old. In other words, it is most appropriate for children to participate in investment banking e-sports from the age of 16, and it is a bit late to exceed 16. If 18 years old hasn't made achievements, then you have to prepare a way out, because in another four years, he will retire at the age of 22. Even if the child is a one-in-a-million martial arts wizard, he has become an e-sports professional player through unremitting efforts and made achievements in the golden age, then he will be 22 years old at most, and then he will decline irreversibly because of his age. No matter how good he is, he will definitely retire at the age of 25. Not alarmist. Take the most popular League of Legends for example. The champion team of LPL League, 20 13-20 18, won six championships in six years, and the average age of players among 34 people 19! Among them, only 6 people are over 22 years old, and the oldest is 24 years old. Take Faker, a quick professional player, for example. He/kloc-won the championship at the age of 0/7, and he hasn't achieved much since he was 20. This is a reality that children who want to become e-sports players must face. They/kloc-became e-sports players at the age of 0/6,/kloc-made achievements at the age of 0/8, and were ready to retire at the age of 22. If you can't do something at these time points, you will fail.

7. Career failure and other options after retirement.

The reason why many children and parents finally decide to choose e-sports major is not that they don't know how difficult this road is, but that there is a "retreat". The school explained that if you fail to choose e-sports, you can be a coach, anchor and commentator. However, none of the above occupations can be engaged by a failed e-sports player. It is impossible for the club to hire you as a coach without becoming a top professional player. If you don't become a top player and have no fans, you won't be popular if you go live. The new anchor has no basic salary, popularity and gifts, and naturally there will be no income. As for commentators, two kinds of people will be hired as commentators, former top professional players, or graduates majoring in interpretation. So if the child does not become a top professional player, then these outlets are equivalent to nothing. You can only re-select the industry and start from scratch. So if you become a top professional player, will there be a good way out after retirement? Not necessarily, it depends on other qualities of the child. First of all, coach: League of Legends club only has 16. How many coaches do you need? How many players retire every year? The competition is fierce naturally, and the rough calculation is not higher than 1: 10. Moreover, the coach is equivalent to the company's managers and trainers, requiring children's basic cultural quality and management communication skills to be in place. Whether a child has this quality is also a basic condition. As an anchor, the same is true. The anchor earns income by performing fans and gifts, which requires children's language skills, interpersonal skills, cultural literacy, sense of humor and even performance skills to be outstanding in order to earn income. The main reason why anchors have attracted much attention in recent years is that several big anchors on the live broadcast platform have made a lot of money because of live broadcast, which is enviable. However, in fact, the pyramid phenomenon in the live broadcast industry is very serious. Only a few top anchors can get an annual income of one million yuan, and more middle and lower anchors are basically in the hot state of "investment". Not only do they not make money, they are all posting costs and pursuing rising opportunities. Let's take League of Legends as an example. In Yu Dou, the largest game live broadcast platform, the former professional players who are really popular and can guarantee their income are less than1100 of the total number of retired players. There are very few former professional players who can explain, and both hands can count them. In fact, most former professional players, especially those who didn't do very well, chose to "open an Internet cafe" as a substitute, waiting for a home similar to that of non-professional players. Unlike South Korea and other countries that attach great importance to e-sports, China has no basic guarantee for e-sports players, and players can only find their own way out. However, many domestic children who choose e-sports as their profession have low cultural quality and no other skills. If they don't win the championship, it's easy to get the result that retirement equals unemployment.

8. Other potential problems in e-sports practice.

The biggest problem in the e-sports industry is high risk and rapid change. If it is any sport, the project itself has a life span of several decades, which is enough for a related professional athlete to fight for it all his life. Different from sports competition, it is difficult to estimate the performance and life span of an e-sports game. An e-sports game may suddenly die at any time. For example, the game "Survival of the Jedi" was released in 20 17, and soon after its release, it became popular all over the world, and even Internet cafes could not do without the market competition of this game. Its games have been strongly favored and sought after by the industry, and everyone predicts that it will become the next e-sports miracle. Many teenagers are also involved, hoping to succeed in the future. However, the good times did not last long. The game market, which has only been on fire for a year, has rapidly shrunk and collapsed because of various problems such as rampant cheating in plug-ins and the emergence of mobile phones instead of games to stimulate the battlefield. Most of the domestic clubs that were originally prepared to make great efforts were forced to give up this game, and the professional players who joined it became the ultimate victims. We can only find another way out from scratch, and more than a year of hard work and investment will be destroyed. This situation happens from time to time in the e-sports industry. In addition to unexpected situations, every year, various game manufacturers in various countries will produce various games, constantly impacting old games, leading to problems at any time because of the emergence of new alternative games, and finally professional players who devote themselves to the game have become victims. Because becoming an e-sports player is actually becoming a professional player in a certain game. Once you choose a game, it's hard to change (it takes a long time to master a game and the career of a professional player is short). Even if a game runs well, the longest life span is only ten years. Because of the rapid development of computer software and hardware technology, new screen effects and new gameplay support, it will inevitably produce a perfect substitute for the old game. So it is impossible to enjoy life as a professional player of the game. In 2002, a game named "warcraft 3" was born, which reached its peak in the hottest years of e-sports. Moon (Korea), the most outstanding professional player, became the idol of almost all young people who could play computer at that time. His achievements in those years have hardly been surpassed so far. However, after a lapse of 17 years, even in South Korea, where the game industry is developed, his present situation is not brilliant. He still insists that the income earned from the game and its surroundings is only a few hundred thousand RMB, which can only be regarded as a very general income of young people in South Korea. But some domestic game professionals who are very popular now, if they can't successfully transform, it will probably be like this in ten years.

9. Generally speaking, it is extremely difficult for children to choose the e-sports industry, and it is difficult to really get results. The competitive pressure is great, but the risks cannot be avoided. In the end, I almost regret it. Children want to become professional players, mostly out of the psychological needs of "playing games", and have not seriously evaluated the difficulties and risks that this industry will face. I have no consciousness to work hard for it. It is better to persuade him to continue to regard games as an interest and learn game-related industries, such as film and television animation. High success rate, low other risks, not boring. Most importantly, the difficulty and pressure of school-related teaching fully take into account the actual situation of children. Children can learn games without losing their hobbies. Playing more games with good pictures is also of positive significance for learning film and television animation and improving personal CG aesthetics. As long as it doesn't affect learning, it doesn't matter if parents give their children game time appropriately. Children also have a good impression. In fact, it is more in line with the child's hope. Persuade the child to play only one game as a professional gamer in the future, and regard him as an interest, which can be changed at will and chosen appropriately without becoming a burden.