Job Recruitment Website - Job information - Is there a good prospect for e-sports major?

Is there a good prospect for e-sports major?

Main listed companies in the game industry: Tencent Holdings (HK.00700), Netease (NTES), century huatong (002602), Sanqi Entertainment (002555), Perfect World (002624), Youzu Network (002 174), etc.

The core data of this paper: e-sports industry development history, e-sports industry market scale, e-sports industry user scale, e-sports enterprise distribution, e-sports talent concentration, e-sports career direction, e-sports related majors, e-sports industry average salary, e-sports industry expected salary.

1, the e-sports industry is in an explosive stage.

20021July 16, Xinhuanet reported that the talent gap in China's e-sports industry will reach 500,000 in 2020, and the first batch of e-sports graduates will be in short supply this year.

The e-sports industry in China has developed from 65438 to 0998. During this period, two games, Counter-Strike and StarCraft, were developed and spread all over China. By 2003, e-sports was designated as the 99th sports event in China. During this period, it has experienced the exploration stage, the initial stage and the precipitation stage, and now it has reached the explosive stage. 202 1, e-sports was written into the tenth five-year plan, which means that the country began to attach importance to the development of e-sports industry, and China's e-sports industry will usher in explosive growth in the future.

2. The market scale and user scale of e-sports industry are increasing year by year.

The e-sports industry, which is in the explosive stage, is becoming more and more gratifying in terms of market scale and user scale. According to the statistics of Game Committee, the scale of e-sports market in China will increase year by year from 20 18 to 2020, and it will reach1365.57 billion yuan in 2020, an increase of 44.2% compared with 20 19. What followed was the increase in the scale of e-sports users. In 2020, the number of e-sports users in China will reach 490 million, an increase of 1 1.4% compared with 20 19.

3. E-sports enterprises are mainly concentrated in Sichuan Province.

According to statistics, from 20 16 to 20 19, the number of newly registered enterprises in e-sports industry with a registered capital of more than 5 million yuan increased year by year. In 2020, the number of new enterprises affected by the epidemic generally decreased, and the number of new enterprises in e-sports industry also decreased to 23,220, a decrease of 968 compared with 20 19. As of July, 20021year, the number of enterprises with newly registered capital of more than 5 million yuan was 13826.

Note: Data statistics are as of July 20021,17.

In terms of enterprise distribution, as of July 20021year, Sichuan and Shandong provinces had the largest number of enterprises, namely 18 196 and 16680 respectively. Followed by Jiangsu and Guangdong, 1509 1 and13987 respectively; Other provinces are below 10000.

Note: Data statistics are as of July 20021,17.

4. There are many directions for e-sports and few supporting universities.

More and more e-sports companies have brought many industry opportunities. According to statistics, the e-sports industry involves at least 8 employment directions and 36 jobs. Career direction involves e-sports technology, sports activities, sports medicine, content production and so on. Different universities have also set up e-sports majors to meet the needs of industry development, the most famous of which is the digital media art (digital entertainment) major of Communication University of China. It is understood that there are few undergraduate e-sports majors at present, and most of them are still distributed in specialist majors. The enrollment scale is far less than the talent demand, and the talent gap is obvious.

E-sports professionals are mainly concentrated in first-tier cities.

-The business direction focuses on game content and user operation.

The specific positions engaged in e-sports after graduation also have their own emphasis. According to statistics, the positions that e-sports practitioners are most concerned about when browsing recruitment information are game content operation, game user operation, game anchor, game planning, post-game video, game not yet, game artist, professional accompanying play, club experience and game development engineer, among which the game content operation and game user operation are the most concerned, accounting for 26.3%. The attention of game anchors/bloggers /UP masters/vibrato creators is not low, reaching 26.1%; The attention of other positions is below 25%.

-Talents are concentrated in first-tier cities.

In terms of employment distribution, most e-sports practitioners are mainly located in Shenzhen, Shanghai, Beijing, Chengdu and Chongqing, with the distribution ratios of 14.7%, 14. 1%, 13.7% and 12.9% respectively.

There is a big gap between the expected salary and the actual salary.

In terms of expected salary, the gap between employees' expected salary and actual salary is in the range of 6000- 1 1000 yuan. According to statistics, the actual average salary of the e-sports industry in Shanghai is the highest, reaching 16576 yuan/month, while the expected salary is 23368 yuan/month. The employee who expects the highest salary is from Guangzhou, which is 242 14 yuan/month. The average real salary of employees in Guangzhou e-sports industry is only 15286 yuan/month. The biggest gap between the expected salary and the actual salary is the e-sports industry members in Beijing, with a gap of 10257 yuan/month.

On the whole, the e-sports industry has developed rapidly in recent years, and the talent matching program has not kept pace with the development of the industry. The talent gap is large and mainly concentrated in first-tier cities; However, enterprises are not concentrated in first-tier cities, indicating that the talent development of e-sports industry does not match the regional development, and it is prone to the phenomenon that some cities are short of talents and some cities are flooded with talents. In response to this phenomenon, local governments and enterprises have introduced more generous welfare and talent introduction policies, which is conducive to the development of local e-sports industry. In addition, colleges and universities can expand enrollment quotas and inject new vitality into the industry.