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Many colleges and universities have set up courses related to e-sports. What does this mean?
Game experience: it is called playing games, and the proportion of games in the course varies according to the professional nature. The proportion of "e-sports confrontation" is relatively large and detailed, emphasizing actual combat ability. The operation and management direction of other industries is relatively mild, which requires a full understanding of mainstream games, while focusing on this game industry, such as "e-sports technology", paying more attention to quantity, that is, the game experience. Not the level of operation
Software and hardware related: game development, equipment management, proximity software, electrification and other professional courses. , belonging to the engineering talents in the field of e-sports.
Mathematics: high numbers, probability theory, emphasizing the ability of modeling and data analysis. The main development direction is game analyst and operation and numerical planning in game planning.
Management: the operation, manpower and market of clubs and events belong to professional management talents in sub-sectors and are close to hotel management.
Game history: a theoretical discipline, which is basically a necessary curriculum dimension for practical majors.
Game design theory: theoretical orientation, mainly the dismantling of various game systems, is the core support of game understanding. The main development direction is game planning.
Broadcasting is related to art: this is an interdisciplinary field, mainly game interpretation, or artistic talents. In the future, these related majors may offer game-related theoretical courses instead of these two courses under the e-sports major, because they are not enough. Specialization and substitutability, the talent gap in this subdivision is not big enough.
At the same time, it is worth noting that e-sports is a rare specialty in games and entertainment at present. Therefore, its professionals have strong adaptability in the whole game industry and even the entertainment circle, and are also competitive in the expansion of Internet and media-related enterprises. Therefore, students who graduate from e-sports have very broad career prospects. The main career directions are as follows:
Related positions in game companies: In fact, for a long time, there are no professional restrictions on the recruitment of product positions and planning positions. University education can't cultivate talents suitable for relevant positions, but at the same time, game planning positions and development positions are highly professional positions. Therefore, related industries have been unable to recruit people. -the cost of school enrollment training is too high, and only experienced people can be recruited with high salaries. Therefore, the e-sports major, which has a better understanding of the game, is the group with the highest degree of suitability for relevant positions at present. After graduation, these students believe that many companies will have one more major-e-sports-related major as a recruitment requirement. Related enterprises: Tencent, Netease, Sanqi, etc.
Club management: The club system represents the biggest ecology and is the cornerstone of the e-sports system. In recent years, with the maturity of competitive ecology, the standardization and professionalization of e-sports have been standardized, and the operation and management of follow-up clubs will also change from the current single-person nature to the team or even the department nature. At the same time, the older generation of managers often come from retired players or Jianghu factions and belong to non-professional talents. Then, with the maturity of e-sports undergraduate training, people who are familiar with the game industry are scarce academic talents, and the club will go up a storey still higher with them. Related enterprises: large clubs, LGD, IG, NB, etc. Data analyst: In fact, data analyst is already a position, which is accompanied by big data. At present, e-sports is an industry relying on big data.
At present, there are data analysts in the coaching staff of large clubs, which are mainly used to analyze versions, resume competitions, sort out opponents' information, and participate in formulating strategies and tactics through effective information design training. Of course, in addition to data analysis related to e-sports, data analysts in other industries also have high value, including event operation, live broadcast platform products and operations, and numerical planning in game planning. Related companies: clubs, almost all internet companies.
Media: The game itself is called the ninth art. At present, the cultural industry related to e-sports is quite mature, and many of them are favored by the investment market. Related companies: game company's new media operation, game satellite entertainment industry (live broadcast platform, starting point), commentary, event host (movie bar, banana).
Professional player: I put it in a relatively backward position, because although the relatively poor schools have now trained this major as a physical education major, it is worth noting that there is no selection mechanism for art students in this major, which means that those who can be admitted to other majors are talented or have a foundation. But the e-sports major is not. The professional athlete's industry talent is far greater than the efforts made the day after tomorrow. Of course, this professional, diligent and talented person will definitely be there. So this major can help the output of professional players, but it is less.
It can be seen that the talent gap of e-sports major does exist, and training is indeed valuable.
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