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What is the future development of e-sports specialty?
At Wuzhen Internet Summit, Huo Yingdong, vice president of Fok Yingdong Group and chairman of Asian E-sports Association, said that e-sports is the second largest sports event in the world, although it is a small part of network culture.
LoL(League of Legends)
What is more important is to build a bridge of communication among young people, help them find their own professional value and sense of existence, and find their own identity and future outlet.
In recent years, under the impetus of international competitions and internet game capital giants, computer-based competitive events have developed rapidly, and e-sports has become a huge emerging industry. The professionalization of e-sports operators and e-sports players is imperative.
E-sports major is still very promising:
First, there is a huge demand for professional posts.
With the rapid development of e-sports industry, enterprises have a huge demand for e-sports talents. According to the "Analysis Report on the Employment Prosperity of New Profession-E-sports Players" released by Ministry of Human Resources and Social Security, at present, less than 15% of the e-sports posts are in a state of manpower saturation, and it is predicted that the demand for talents in the e-sports game industry will be nearly 2 million in the next five years. In recent years, China has become the largest e-sports market in the world. However, the huge talent gap in the e-sports industry has caused the problem of industry development.
Gamma Data 2065438+The analysis report released in May 2007 shows that the number of employees in the e-sports industry in China has reached 50,000, with a talent gap of 260,000. Among them, in addition to the lack of e-sports players, the post of e-sports practice management requires practitioners to have a deep understanding of the rules and operation mode of e-sports, and there is also a phenomenon that it is hard to find a job.
By 20021year, the global e-sports audience is expected to reach 474 million, and the global e-sports revenue will reach10.84 million US dollars. E-sports industrialization is by no means a bad thing. The regulatory authorities have the responsibility to promote the steady progress of the e-sports industry within the track of the rule of law. Like other industries, the e-sports industry also needs all kinds of talents under the background of e-sports. For example, the relevant person in charge of EDG who won the championship said that the positions of camera, photography, post-production, director and graphic design are the most lacking.
Second, e-sports is well known.
With the explosive growth of e-sports competitions and the rapid expansion of e-sports enthusiasts, more and more countries and regions have listed e-sports as official sports, and e-sports will become the market protagonist in the next few years! At the same time, e-sports is slowly getting rid of the prejudice it faces as a new thing, and is more and more accepted and recognized by the public. Future development is worth looking forward to.
Last year, EDG won the championship. According to relevant statistics, there are 80 hot searches related to EDG. The reading volume also exceeded 2 billion. This also makes more people understand what e-sports is. This has also promoted the vigorous development of e-sports industry in China on the other hand.
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