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What is the future development prospect of e-sports?

E-sports is one of the most explosive industries in the sports industry at present. According to the official data of the Game Working Committee of China Music Digital Association, the total sales revenue of the game market in China in 2020 was 278.7 billion yuan, up by more than 20% year-on-year, among which the growth rate of the e-sports game market reached 44%, accounting for half of the game market. With the promotion of emerging technologies, the support of national policies and the increasingly standardized e-sports industry, the scale of the e-sports market in China will continue to rise steadily in the future.

In terms of revenue, the sales revenue of e-sports game market in China in 2020 is136.5 million yuan, and the compound annual growth rate from 20/kloc-0 to 6-2020 is 28.3%, which is expected to exceed180 million yuan in 2026. At the user level, the number of e-sports users in China has increased from 365,438+0 million in 2065,438+06 to 480 million in 2020, with a compound annual growth rate of over 65,438+02%. It is estimated that this figure will exceed 530 million in 20021year, with a year-on-year growth rate of over 8%.

There are two prospects for learning e-sports in the future:

The first one is to be an e-sports professional. This road needs strong e-sports talent and firm will.

The second is behind the scenes. Behind-the-scenes e-sports are called "e-sports operators" in the definition of relevant state departments.

This is a general term for all behind-the-scenes positions (mainly behind the scenes related to e-sports events), including event planning and execution, e-sports hosting, e-sports venue operation, e-sports club management, e-sports media reporters and so on. At present, there is a so-called "e-sports and management" major in higher education, which is specially used to train people behind e-sports. Now I go to college to study e-sports, mainly to learn some professional skills needed for behind-the-scenes positions.

What is the future development?

A person's future development mainly depends on two points: industry environment and personal ability. Judging from the industry environment, e-sports is undoubtedly short of people now. Ministry of Human Resources and Social Security put forward a commonly used data last year. The talent gap in the e-sports industry will reach 3.5 million in the next five years.

With more and more world-class e-sports events held in China, the e-sports industry in China has entered an explosive period. Among them, the proportion of mobile e-sports market and e-sports derivative market in the overall e-sports industry is increasing.

PC-side e-sports market: PC-side e-sports games bring players an immersive game experience with realistic scene modeling, fierce battle scenes and tortuous plot lines, which far exceeds mobile-side e-sports games in terms of game appreciation and game operability. The PC-side e-sports market system is relatively mature. At present, the world's top e-sports events, League of Legends Global Finals, DOTA2 International Invitational Tournament and CSGO World Series are all based on end-tours. However, due to the increasingly high requirements for hardware equipment and network status, as well as the popularity of smart phones, the growth rate of the end-game market has slowed down in recent years, even in 20 18, the market share has gradually declined.

Mobile e-sports market: Mobile e-sports games have broken the time and space restrictions of traditional PC games and become an important driving force for the growth of e-sports industry. From the upstream game development end to the middle game club and game marketing, as well as the downstream game communication and game value-added services, mobile e-sports has gradually formed a complete industrial chain and ecological layout, and its integrity can basically compete with PC-side electricity.

E-sports eco-market: The influence of head e-sports games and events continued to increase, and the commercialization process continued to accelerate, which led to the rapid development of the e-sports eco-market.