A few days ago, Tencent Esports, together with Super competitive Education and E-Sports magazine, jointly released the 2019 China e-sports Talent Development report (hereinafter referred to as the report).
The report points out that with e-sports 's victory in the Asian Games, League of Legends's glorious climb to the top of the S8 global finals, and his dazzling achievements in e-sports events such as "PUBG", China's e-sports gradually began to gain the attention of the mainstream society. and get all kinds of policy support.
On April 3, 2019, the Ministry of Human Resources and Social Security, the State Administration of Market Supervision and the National Bureau of Statistics officially released 13 new career information to the public. E-athletes and e-sports operators were listed as formal occupations. This is the first batch of new occupations released since the 2015 edition of the National Occupational Classification Code.
There is a huge talent gap in the e-sports industry.
According to the report, by the end of 2018, among the practitioners in China's e-sports related industries, e-sports had 71000 ecological practitioners. According to the results of the industry survey and the estimated compound growth rate of the industry, it is estimated that by the end of 2019, the overall labor demand of practitioners in the industry will reach 331500.
90% of the practitioners are satisfied with their jobs.
In the satisfaction survey of the e-sports industry, 56.87% of the practitioners are satisfied with their current job, and less than 10% of the practitioners are not satisfied with their current job. 43.45% of respondents to e-sports workers have seen their wages rise in the past year.
The demand for professional education is urgent, and the teaching system needs to be improved.
Although the number of practitioners in the e-sports industry is growing day by day, the demand for pre-job training has not been effectively met. 88.66% of the interviewees recognized the necessity of pre-job training, but only 24.44% of the practitioners had received relevant vocational education or pre-job training.
In addition, only 26.37% of people feel that what they have learned is exactly in line with their expectations after entering e-sports 's major, and 30% of the students feel that what they have learned in their major is of great or more help to employment.