Less than 15% of jobs are currently saturated

my country's e-sports talent gap exceeds one million

  Recently, the "Tencent Helps New Career and Employment Development Report (2022)" under the guidance of the Chinese Academy of Human Resources and Social Sciences under the Ministry of Human Resources and Social Security was officially released. "E-sports operator" is evaluated as a digital ecological occupation in a stable period, and each occupation will bring about 500,000 to 1 million jobs in related fields of the industry.

  In order to promote the development of the e-sports industry, local governments have launched a series of supporting policies for the e-sports industry.

For example, Shenzhen has newly included e-sports into the sports events that are mainly encouraged by the special funds for the city's sports industry-holding international and national high-level e-sports events in Shenzhen will receive funding of more than 5 million yuan.

In the next few years, the e-sports industry in Shenzhen, especially the construction of competitions, will further develop at a high speed.

  According to the report of the Ministry of Human Resources and Social Security, less than 15% of the positions in the e-sports industry are currently manpower-saturated, and the gap in the middle and upper reaches of industries such as event production and broadcasting reaches 1.5 million. Talent demand remains high.

  It is precisely because of this that the professional education of talents in the e-sports industry is becoming more and more urgent.

Only by increasing investment in e-sports vocational education, by cultivating more high-quality e-sports operation talents, and effectively promoting the output of e-sports activities and content quality, can we truly promote the healthy, sustainable and effective development of the e-sports industry.

  For example, Tencent E-sports recently announced the official layout of vocational education for e-sports talents. It will use its own advantages in traffic, technology, and ecology to combine internal competition businesses and set up a "E-sports Event Planning Theory Course" with the direction of event planning, production and broadcasting. With the two sections of "e-sports production and broadcasting rotation practice course", senior practitioners with experience in the execution of large-scale world/intercontinental e-sports events are invited as lecturers, and Tencent e-sports base is provided as a practical course for students. To "Graduation can work".

  In addition to vocational education, Tencent is also actively promoting the professional certification of e-sports talents.

In August 2022, under the guidance of the Guangdong Provincial Department of Human Resources and Social Security and the Shenzhen Municipal Human Resources and Social Security Bureau, Tencent piloted the work related to the qualification training and skill identification of "e-sports players" in Shenzhen, and issued a certificate to the practitioners who passed the assessment. The first batch of vocational skill level certificates recognized by the Ministry of Human Resources and Social Security.

  related news

  In 2022, the revenue of China's e-sports industry will reach 144.5 billion yuan

  Recently, the E-sports Working Committee of the China Music and Digital Association released a summary of China's e-sports industry data in 2022.

The data shows that in 2022, the revenue of China's e-sports industry will be 144.503 billion yuan; the number of Chinese e-sports users will be about 488 million; among the Chinese e-sports game products, shooting, multiplayer online tactical competition and sports competition are the largest number of products The three game types accounted for 25.7%, 17.1% and 10.0% respectively.

  Since e-sports was approved by the State Sports General Administration as an official sports event in 2003, e-sports has become an emerging industry that integrates technology and culture and promotes the common development of the digital economy and the real economy.

It is understood that among the 488 million e-sports users, male users accounted for 56.4%, and female users accounted for 43.6%.

42.5% of users have a college degree or above, and 26.4% of users have a college degree.

  In 2022, a total of 108 e-sports events will be held in China, a decrease compared to 2021.

Shanghai is the city hosting the most e-sports events, accounting for 22.39% of the country's total.

The number of e-sports events held in Chengdu, Hangzhou, and Shenzhen also accounted for more than 5%.

  Articles in this group/Reporter Wang Lei Coordinator/Liu Jianghua