China News Service, Guangzhou, August 26 (Reporter Cai Minjie) More than a year after "e-sports player" became a profession recognized by the Ministry of Human Resources and Social Security, the first batch of "certified" e-sports players was officially born in Guangdong.

On the 25th, the first batch of "e-sports players" professional skill level certificates were officially issued, which means that the e-sports talent identification model with the participation of leading enterprises in the industry took the lead in landing in Guangdong.

  The issuance of this certification means that e-sports practitioners have their own "identity cards", the e-sports professional talent training and certification system will be further standardized and professional, and practitioners will be better trained and developed.

  E-sports players also have a "senior technician" level

  According to the "2022 Asian E-sports Industry Development Report", China's e-sports revenue accounts for about 1/3 of the global e-sports revenue. China has become the world's largest e-sports market, and e-sports has become an emerging sports industry.

  In June this year, the Guangdong Provincial Department of Human Resources and Social Security and the Shenzhen Municipal Human Resources and Social Security Bureau followed the "e-sports player" professional skill standard, and joined hands with Tencent to take the lead in opening the first batch of e-sports players' qualification training. Through vocational education and grade assessment, comprehensive Tests the basic skills and theoretical level of all students.

  The number of e-sports practitioners in Guangdong ranks first in the country

  In recent years, e-sports has become more and more influential and radiating in the fields of science and technology, tourism, cultural creativity, etc., showing extraordinary potential in cross-border integration and development, and becoming a powerful starting point for the development of the digital economy.

  Taking Guangdong as an example, according to the data of the "2021 Guangdong E-sports Industry Development Report", the revenue of Guangdong's e-sports industry in 2021 will reach 123.63 billion yuan, accounting for 73.6% of the country.

The number of e-sports enterprises in Guangdong accounted for 15.3% of the country, and the number of e-sports practitioners accounted for 31.6% of the country, ranking first in the country.

With the rapid development of the industry, the demand for talents is also increasing.

Among them, the demand for e-sports event service talents accounted for 47.1%, e-sports game development talents 32%, e-sports education talents 11.4%, e-sports media talents 8.2%, and e-sports club functional talents 1.3%.

  Hou Miao, vice president of Tencent Games and general manager of Tencent E-Sports, previously stated that at the current pace of development, the gap in e-sports talents should be two million or more in the next few years.

In addition to professional e-sports players, there is a special need for a large number of talents in various fields such as live broadcast of events, network security, event execution, club management, and operations.

  Wang Xiaodong, dean of the School of Leisure Sports and Management of Guangzhou Institute of Physical Education, said that the professional skill level certificate of e-sports players has improved the gold content of e-sports practitioners, and also provided standards and directions for young people who are interested in engaging in the e-sports industry.

The announcement of the certificate can attract more people to join related industries, alleviate the talent gap for the industry, and provide talent assistance for the development of Guangdong's digital economy.

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