Chinanews client, Beijing, January 31st (Reporter Song Yusheng) This summer, the first batch of "e-sports" students enrolled in 2017 will soon graduate.

Recently, related topics have frequently attracted the attention of netizens.

  However, while everyone is waiting to see the employment prospects of these "regular players in the e-sports industry", there are reports saying that "the first batch of e-sports undergraduates almost no one is engaged in e-sports." Recently, related topics have also appeared on social media. Search the list.

Weibo screenshot

  What is the real situation of these students?

On January 29, Chen Jingwei, deputy dean of the School of Animation and Digital Arts, Communication University of China, accepted an interview with a reporter from Chinanews.com.

"Esports professional" is not playing games

  Some people may think that "e-sports profession" means playing games and playing games, but this is not the case.

  Taking Communication University of China as an example, the professional name of the so-called "e-sports major" in this school is "Digital Media Art (Digital Entertainment Direction)".

  Previous reports have shown that this major enrolled 20 students for the first time in 2017. The courses mainly include game design, e-sports management, etc.

  In fact, those directly related to e-sports are only part of the entire curriculum.

In cooperation with Hero Sports (VSPN), the school offers basic theoretical courses including introduction to e-sports, as well as practical courses such as event director, event operation, and game data analysis.

In addition to e-sports, students also need to learn basic courses such as mathematics, game technology, art production, digital media technology, etc. The content involves high-number line generation, C language, 3DMax, digital image production, audio and video editing.

  In addition, the general undergraduates are over 20 years old when they graduate.

In the eyes of industry insiders, this is basically in the late "golden age" of professional e-sports players, and is no longer the most suitable age group for professional e-sports.

Data map: In 2019, in the e-sports education center of Changchun Health Vocational College, students practice e-sports games in class.

Photo by China News Agency reporter Zhang Yao

  Chen Jingwei, deputy dean of the School of Animation and Digital Art at Communication University of China, also made it clear in an interview with a reporter from Chinanews that the major of digital media art (digital entertainment) does not train e-sports players, e-sports coaches, commentary anchors, etc. .

  "The e-sports industry itself is a particularly long industrial chain, which can be divided into upstream, midstream, and downstream. Many people only have a clear understanding of the downstream industry, such as e-sports players, clubs, coaches, anchors, commentators, etc., because these are direct Audience-oriented."

  Chen Jingwei bluntly said that the professional focus of digital media art (digital entertainment direction) is the midstream and upstream direct broadcast of the e-sports industry and game design.

  From this perspective, it is normal for the students of this major to not play professional e-sports after graduation.

Data map: E-sports cultural experience center in Shanghai.

Photo courtesy of Shanghai Putuo

Where are the first batch of graduates going?

  So, where did these so-called first batch of "e-sports" graduates go for employment?

Chen Jingwei also revealed some information.

  "The first batch of 20 students has not yet reached the second semester of their senior year, so not all the students have decided where they are going."

  She told reporters that based on the current statistics, there are 6 people who have signed with major game companies, and 4 people are ready to become regulars.

In addition, 6 of this group of graduating students are preparing to continue their studies.

  Judging from these data, although they did not work as professional e-sports players or event commentators, at least half of the first batch of "e-sports major" graduates of China Transmission will be employed in related positions in the e-sports industry chain. .

  It can be said that these people have not "changed careers", not to mention that there are still some students whose graduation direction has not been determined.

  The reporter noted that there are reports showing that similar situations are not isolated cases.

For example, among the first batch of "e-sports" graduates of the Sichuan Film and Television Academy, over 60% are engaged in jobs directly related to e-sports.

  In addition, Chen Jingwei also said that as an undergraduate education, the school hopes that students can have a better comprehensive quality foundation.

  She said frankly, "In this way, students can also use their own abilities in the e-sports industry chain, rather than let us set a particularly narrow development direction for students."

Data map: E-sports competition scene.

Photo by Chen Chao

What is the outlook for the e-sports industry?

  On the one hand, the game industry, including the e-sports industry, has maintained rapid growth in recent years.

  The "2020 China Game Industry Report" released by the Game Working Committee of the China Music and Digital Association shows that in 2020, the number of game users in my country will exceed 660 million, and the actual sales revenue of the Chinese game market will be 278.687 billion, a year-on-year increase of 20.71%, maintaining rapid growth.

  The report pointed out that in 2020, the actual market sales revenue of Chinese e-sports games in the game industry was 136.557 billion yuan, an increase of 41.83 billion yuan from 2019, a year-on-year increase of 44.16%; the number of Chinese e-sports game users reached 488 million. A year-on-year increase of 9.65%, the number of users maintained a steady growth.

Screenshot of the "2020 China Game Industry Report" released by the Game Working Committee of the China Music and Digital Association.

  On the other hand, there is still a talent gap in the e-sports industry.

  In an interview with the media, Zhu Qinqin, secretary-general of the Shanghai E-sports Association, said that the development of the industry has continuously expanded the talent gap. Some member companies have told the association that the industry needs more high-end talents with specific counterparts.

  Zhu Qinqin also mentioned, “If young people want to enter this industry, I hope they have a long-term career plan and a clear understanding of themselves, and the accumulation of knowledge is very sufficient.”

  If you look at these two aspects together, the colleges and universities that set up "e-sports majors" such as China Transmission are actually aiming at such a talent gap in the industry to cultivate talents.

  Chen Jingwei told reporters that from the school's perspective, this year's graduates are the first batch of students in the major.

"In the first year of training, we must set up courses, practice and other links in the best way we think, and at the same time give everyone the right to choose what they want to do in the future."

  She also said that on the eve of the first class of students and some time after their graduation, the school will hold discussions and follow up on everyone's situation.

"In the short term, this is to revise the courses and teaching methods of the next few students in a timely manner based on the current situation of the students; in the long term, it is also necessary to provide some feedback to the school based on the actual situation. For an initial professional direction, Constant running-in and improvement are necessary."

  The reporter also learned from the school that in the future, the college will further summarize experience, optimize courses, strengthen practice, and cultivate comprehensive digital media art talents based on social needs and training requirements.

(Finish)