Behind the inclusion of e-sports statistics in employment statistics: spend 20,000 yuan to train high-value students to enter the club

  China-Singapore Jingwei client, July 10th (Wei Wei intern Lin Wansi) graduate Deng Xiao is obsessed with e-sports. Apart from his studies, Deng Xiao has spent two years either in e-sports competitions or running around in various On the way to the game. He said that in recent years, the idea of ​​digging into the e-sports industry after graduation has become stronger, but because of the opposition of his parents, he believes that e-sports is not a real job. Xiao Deng has no choice but to join an advertising company and engage in Copywriting work unrelated to competition.

  As graduation approaches, college employment indicators have changed. Recently, the Ministry of Education issued the "Notice of Strictly Checking the Employment Data of 2020 College Graduates" (hereinafter referred to as the "Notice"), which includes "freelance" for the first time in the supporting employment statistical indicators and is included in the employment rate. "Notice" expands the content of the original "freelance", adding Internet marketing workers, public account bloggers and e-sports workers.

  Screenshot of the "Notice of the General Office of the Ministry of Education on Strictly Checking Employment Data of 2020 College Graduates"

  Although as early as April 2019, e-sports operations and e-sportsmen have been included in the 13 new career information by the Ministry of Human Resources and Social Security, the employment statistics indicators have still caused heated discussions. On the one hand, netizens praised it as "expanding employment channels"; on the other hand, the dazzling development of e-sports training institutions was disorderly and the prospects for freelance employment were unknown. Should college graduates like Xiao Deng choose the e-sports industry?

Fish and dragon mixed e-sports training

  Shanghai, known as the capital of China's e-sports, has a spiritual road and is called the "Universal E-sports Center." One.

  At the end of 2017, Liu Shuo was promoted to the company's management. At this time, he found that the audience of e-sports games is getting wider and wider. "The golden age of e-sports is here, so I made up my mind to resign and cross the bank." Liu Shuo told the Sino-Singapore Jingwei client.

  Today, Liu Shuo has become an employee of eSports and has been in the industry for three years. In recent years, e-sports have been in full swing, and e-sports players have become a career that many young people yearn for. Along with it is a mixed e-sports education and training institution.

  "The development of e-sports has spawned e-sports-related derivative careers, but the knowledge modules and skill requirements required in different subdivisions are completely different. Practitioners should have professional skills training, but the current state of e-sports education in China is not Optimistic." Liu Shuo said helplessly.

  Liu Shuo said that he had spent 20,000 yuan and reported to an organization that is still known as "e-sports education NO.1", hoping to get started as soon as possible. "He promised to work in clubs and Internet companies after graduation, which made me excited. However, after two months of training, I regretted my intestines."

  Liu Shuo explained to the reporters of China-Singapore Jingwei that he first reported the e-sports business major. Later, the targeted e-sports companies that cooperated with the organization were reluctant to accept this batch of trainees. The training institutions could only make their own use and temporarily change the trainees’ Course direction, so Liu Shuo became a student in the direction of e-sports instructor, "only trained for two months in e-sports education institutions, and can work without the first-line work experience of e-sports. This is really wrong for children. Go in this direction."

  Liu Shuo revealed that the organization's courses are cobbled together, as long as they are involved in e-sports. The most impressive thing about Liu Shuo was the physiotherapy class. "The teacher said that professional players have been sitting for many years, the spine is definitely not good, and we need to learn how to self-physiotherapy... But we are not professional players and do not need to learn physical therapy. Arrange this course, what is it not to join the course?"

  At the time of graduation, none of the previous promises of smallpox were fulfilled. Liu Shuo said that only graduates with a high face value were placed in the club, and the rest returned to their old businesses. "I was unwilling to enter the e-sports industry by submitting resumes later, and the institution also included me in the employment rate of the graduates, which was widely publicized through the media."

  The game industry media has research statistics. As of April 2019, there are 29 domestic universities that independently set up e-sports majors and open recruitment information, including 5 undergraduate colleges and 24 colleges. These colleges and universities do academic education, with 4 years of undergraduates and 3 years of junior colleges. The courses include general and professional courses, and the tuition is basically the same as other arts and sports majors.

  A survey conducted by the reporters of Sino-Singapore Jingwei found that in addition to domestic universities, there are a number of e-sports training institutions on the market. Their courses include e-sports game development, game digital animation design, e-sports club operation management, e-sports event planning, etc. 10,000 to tens of thousands.

  Wang Wei, the founder of Youfan Research, told the reporter of China New Zealand Jingwei that the training institutions on the market can be divided into education companies that add e-sports courses such as Xinhua Computer and Beida Jade Bird, e-sports companies that add education business such as Tidu and ImbaTV, and 7 Huang e-sports, three-sports e-sports and other training institutions whose main business is e-sports training.

  Wang Wei introduced that the proportion of theoretical and practical courses of the above institutions is almost the same. However, many old education companies have cooperation with colleges and universities, and can issue proofs of academic qualifications. Training services are divided into short-term months and long-term years; while purely e-sports education companies often cooperate with game companies and e-sports events. Most of the short-term trainings are conducted; the institutions transformed by e-sports companies, because they have e-sports-related businesses, have shorter and more flexible cycles, high admission thresholds, and practical opportunities can be digested internally.

  The expert group member of the National Youth Science and Technology Sports Commission and the national first-level e-sports referee Li Jitao told the Sino-Singapore Jingwei client that the dilemma of the e-sports education industry is that people who understand e-sports do not understand education, and those who understand education do not understand e-sports. At the same time, a large number of speculators entered the industry, wearing a coat of education and doing business in financial products.

  Li Jitao emphasized from another angle that after e-sports practitioners become the employment index of colleges and universities, the e-sports education industry will inevitably have a flashpoint. However, most e-sports educational institutions on the market cannot solve students' academic requirements. "Most people can only obtain an adult higher education graduation certificate, not a general higher education graduation certificate recognized by the state, and employment has not been tested."

Only a few top players have high income

  The reporters of Sino-Singapore Jingwei searched for the keyword "e-sports" on BOSS direct recruitment and other recruitment websites. The search results include not only e-sports players, but also content operations, e-sports commentary, e-sports product managers, etc., and the monthly salary also ranges from 6,000 yuan to 30,000 yuan, which is roughly the same as the salary level of similar positions in other industries.

  Screenshots of the future of e-sports related jobs without worry and BOSS direct employment

  Regarding the "money" issue that the public is more concerned about, Liu Shuo pointed out that compared with the income gap between the same positions in traditional industries, the income between e-sports practitioners still has a large gap. "In fact, only professional players can achieve a monthly income of more than 10,000 per capita. I have worked for three years, and my monthly income is about the same as that of the Shanghai graduates who have just graduated."

  The reporter learned that professional e-sports players are a few people who stand in the spotlight and have higher wages, while other e-sports-related employees have lower wages. However, Li Jitao told the China-Singapore Jingwei reporter that the e-sports industry is backward compatible, and the monthly salary is not low compared to the average city salary.

  "The ones with really low monthly incomes are those who simply rely on orders, accompany play, and fail to pass the skills. They need to stay in a very diligent state at all times and continue to maintain their technological advantages in order to obtain market (competitive) advantages."

  Can professional e-sports players at the center of the e-sports industry live up to expectations?

  Li Jitao told reporters that professional players also face a very cruel reality: different levels of professional e-sports players have completely different career development prospects. Li Jitao explained that first-line professional e-sports players can earn enough money for white-collar workers in third- and fourth-tier cities a year. After retirement, they can also enter management positions, become coaches, or start their own businesses. When they find out that they have insufficient academic qualifications, they can continue their studies. Professional players in the second line also saved the first pot of gold in life. Third- and fourth-tier players, their professional lives are not even as long as ordinary people, and their career prospects are worrying, but it is precisely this part of the group that is the majority of e-sports professional players.

  "Any e-sports game project has a lifespan, and the frequency of replacement is extremely fast. With the increase in e-sports projects, the depreciation rate of e-sports champions is also accelerating. What else can e-sports professional players leave the e-sports industry?" Liu Shuo asked back.

  Even if the e-sports industry is more and more recognized by the public, in an interview with the Sino-Singapore Jingwei client, Liu Shuo bluntly opposed the inclusion of professional e-sports players into the employment index.

  Liu Shuo believes that the current e-sports industry is just a "bubble" packaged in all directions, and has not reached a real prosperity. Liu Shuo put forward his views from the perspective of career planning. He believes that university graduates who want to enter the e-sports industry can get started in traditional industries related to e-sports; those who have already entered the workplace can first accumulate experience in traditional industries. Even if he does not enter the e-sports industry in the future, he will have a skill.

Relatively vague statistical standards require precise landing measures

  In 2020, the 6-episode documentary film "E-sports in China" jointly produced by CCTV Discovery Channel and Tencent E-sports will be broadcast on CCTV.

  In this regard, Li Jitao said in an interview with the Sino-Singapore Jingwei client that e-sports is making up for the shortcomings of China's cultural output and is also reversing people's prejudice and cognitive errors. As stated in the title of the first episode of the documentary, e-sports "is not just games, but sports, art, and culture." The content form, related policies, and public perception of the e-sports industry have undergone tremendous changes.

  Wang Peng, an assistant professor at Renmin University of China, told China New Singapore Jingwei that statistical employment at Renmin University of China is subject to a tripartite agreement signed by students. As a freelance graduate, in the past, it was treated as unemployed or unemployed, and this year became an independent choice of employment.

  "Previously, independent employment was not included in the employment statistical caliber, but now it is included in the statistical caliber, which is enough to show the development of the e-sports industry, and also reflects our grasp and recognition of this industry. For the selection of e-sports, open online stores, open public accounts The graduates, the country does not despise you, the country needs a large number of professionals in these fields, under the guidance of policies, these fields will burst into greater potential." Wang Peng said.

  However, Wang Peng also raised his own doubts about statistical standards. According to the "Notice", the basis for the employment statistics review is the certification materials signed by the graduates themselves, and is reviewed and approved by the employment department at the school and college levels.

  "Statistical standards are relatively vague. Many colleges and universities have poor employment rates, and more detailed considerations and implementation measures are needed." Wang Peng pointed out. "If a student works as an e-sports sparring partner and broadcasts e-sports live, what scale will be considered employment? Is the new format effective or not, does it require follow-up investigation?"

  Wang Zhangming, a veteran human resources service expert, told reporters at China-Singapore Jingwei that the inclusion of flexible employment in employment statistics has made great progress compared to before.

  Regarding the standards of e-sports workers, Wang Zhangming believes that various positions under the complete industrial chain should be included, such as e-sports venue management, event operations, and e-sports multimedia production. Even if it is an e-sports sparring, it belongs to self-employment. According to relevant national laws and regulations, it must apply for individual industrial and commercial households, and pay taxes in accordance with the law.

  "This year, there are a variety of implementation methods, and each has its own methods. Graduates follow the freelance approach, using individual declarations, and the school and college second-level employment agency certification mode operation. Schools and colleges can set up fixed format templates as required to allow freelancers Fill in, attach specific proof materials, and promise their authenticity as proof materials." Wang Zhangming said. (Sino-Singapore Jingwei app)

  (At the request of the interviewee, Liu Shuo and Xiao Deng are pseudonyms)

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