The demand for talent in emerging sports is large, or it may become a new blue ocean for young people to choose a career

  E-sports workers don't just play games

  Intern reporter Deng Fangjia

  Recently, in order to ensure that the employment data of college graduates in 2020 is true and accurate, the Ministry of Education announced the "Notice of the General Office of the Ministry of Education on Strict Verification of Employment Data of College Graduates in 2020". The "Notice" clarifies the relevant indicators for the employment statistics of college graduates. One of the more striking points is that "e-sports workers" are included in the category of "free occupations".

  "Playing games" has become "serious work"

  In fact, as early as April 3, 2019, "e-sports operators" and "e-sportsmen" have been included in the 13 new occupations announced by the Ministry of Human Resources and Social Security at this time, but this time "e-sports workers" became colleges and universities The “serious work” recognized by the Ministry of Education still caused a lot of controversy. The approvers believe that this is an emerging occupation that adapts to new formats and new markets, and has great potential for future development. Opponents say this will mislead young people. How can "playing games" become a formal profession?

  In fact, "e-sports workers" don't just refer to those who "play games." Professional e-sports players who can concentrate on "playing games" are just a category in the field of e-sports. For example, in the football industry, professional football players are just one of many practitioners, in addition to coaches, translators, logistics personnel, television broadcasters and even agents. Nowadays, e-sports has developed hundreds of professional jobs around events, including e-sports club level, media and content production level, event activity company level, live broadcast platform level and so on.

  At the level of e-sports clubs, there are event teams, including managers, players, coaches, translators, logistics and other personnel. In addition, there are operation teams, marketing teams, and business teams in the club. At the media and content production level, e-sports-related positions include reporters, editors, photographers, post-stage, as well as many positions in technology and design. At the level of the event company, there are a management team responsible for project overall management, on-site host, referee, visual packaging, and a direct broadcast team responsible for director, playback, voice control, etc.

  Although these positions overlap with many positions in the traditional industry, it is undeniable that the e-sports industry is a very large category and has high requirements for practitioners' comprehensive capabilities.

  E-sports industry talent gap urgently needs to be supplemented

  Wang Wenhan, who graduated from the Harbin Institute of Science and Technology in e-sports and management last month, has joined Shenyang Weimi E-sports Company for nearly a month. Because he likes to play games, he finally chose this major, but now he has no time to play games. He said: "At the university, my energy was focused on the organization of student events. I needed to complete the preparation of materials, promotion cooperation, content production and distribution, etc. This made me realize that e-sports is more than just playing games. University In the later internship and this month's work, I focused on writing planning plans, contacting the participating teams, and business cooperation and exchanges. I gradually realized that the e-sports industry is supported by all aspects of talent. To be honest, I love ESports, but I don’t have time to play eSports now."

  In June 2019, the Ministry of Human Resources and Social Affairs released the "New Professions-Analysis Report on the Status of Employment Prosperity of E-sportsmen" on its official website. The report said that the total number of Chinese e-sports viewers will grow to 454 million in 2019, and China's core e-sports enthusiasts are expected to reach 75 million. At present, the overall scale of China's e-sports players exceeds 500,000. However, less than 15% of e-sports positions are currently saturated with manpower. It is predicted that the demand for e-sports talents in the next five years will be nearly 2 million.

  This shows how urgent the demand for talent in e-sports is. According to reporters, there are currently nearly ten undergraduate colleges including the Communication University of China, Zhongchuan Nanguang College and Shanghai Institute of Physical Education, as well as Beijing Jingbei Vocational and Technical College. Dozens of higher vocational colleges such as Shanxi Sports Vocational College have successively opened e-sports-related majors. From this point of view, "e-sports workers" has become a new profession recognized by the state and is a product of the development of the times. For young people who love e-sports, they do not have to be paranoid and must become an e-sports player. Under good education and guidance, they should learn other related skills, combine hobbies and work, balance ideals and reality, and provide Chinese e-sports. The development service of the movement is also a direction for future career selection.