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腾讯(00700)发布《中国电竞人才发展报告》 预计2019年底行业需求达33万人

Tencent (00700) released the “China E-sports Talent Development Report” and the industry demand is expected to reach 330,000 by the end of 2019

智通财经 ·  May 25, 2019 19:39

The Zhitong Finance App learned that recently Tencent (00700) e-sports joined hands with Super Sports Education and “E-Sports” magazine to release the “2019 China E-sports Talent Development Report”.

According to the report, by the end of 2018, there were 71,000 e-sports ecosystem workers among those working in the e-sports related industry in China. According to industry survey results and industry compound growth rate estimates, it is estimated that by the end of 2019, the total labor demand of industry workers will reach 331,500 people. 47.76% of e-sports practitioners believe that the e-sports industry currently lacks management talents the most.

As we all know, the salary level in the e-sports industry is high. Currently, in the industry satisfaction survey, 56.87% of workers are satisfied with their current job, while less than 10% of workers are not satisfied with their current job. Among e-sports practitioners, 43.45% of respondents saw wage increases in the past year.

Among those surveyed, only 26.37% felt that what they learned completely matched their expectations after entering the e-sports major. Thirty percent of students felt that what they learned in the major was of great or more help to their employment. At the same time, only 29.45% of respondents would choose to work in the e-sports industry after graduation.

Furthermore, interests and employment prospects are still the top two factors that influence choosing a major. Under the premise that the first cognitive threshold has been solved, many students are still struggling to obtain more specialized content in segmented fields. Other than professional study and non-gaming time, respondents didn't actually spend much time on e-sports activities, accounting for 43.3% of the time they actually spent 5 hours or less per week. At the same time, fewer studies and practices are carried out in these activities. One reason is that schools themselves cannot provide students with a good platform for research or practice. On the other hand, e-sports education is currently unable to truly connect seamlessly with the needs of enterprises.

The translation is provided by third-party software.


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