How do you choose two professions: corporate white-collar workers and e-sports companionists?
30-year-old Mr. Shi chose the latter. He is a professional e-commerce player and, with the recommendation of his friends, has gone from an ordinary e-sports player to a professional game trainer. In addition to taking everyone to score points on a daily basis and sharing game strategies and experiences, Mr. Shi also met many like-minded friends during the game. " game play as a new profession, it has both stable income and free time. More importantly, this job allows me to combine my hobbies with my career, and also maximizes my personal value."
Newzoo The 2022 Esports Market Report shows that in 2022, the global e-sports audience will increase to 532 million, and will increase by 8.7% year-on-year. The core users who watch more than once a month will reach more than 261 million. This number is expected to expand to 318 million at an annual compound growth rate of 8.1% in 2025, and the total number of global e-sports audiences will exceed 640 million. The rapid growth of the user scale of
has driven the "breaking circle" of the e-sports industry and provided a potential user base for the accompanying play industry. The "strong interactivity" and "strong sociality" of e-sports games have made users' social needs increasingly prominent, and the game play arena is booming.
At the same time, the companion play industry is also moving towards standardization and standardization. By establishing a talent system and industry standards, it is gaining more and more social awareness and recognition.
grew wildly to standard specification
2014 can be called the "first year of game play". At that time, game social platforms with "game training + skill sharing" as the main functions began to emerge.

"As a supplement to the game track, the accompanying play industry should actively play its role in optimizing user gaming experience and promoting employment." said an analyst in the game industry. In his opinion, in some games with group combat attributes, experienced gamers are needed to supplement it to improve the gaming experience. In addition, the unbalanced gender ratio of some game communities has led to a discordant game atmosphere, and the addition of game companions has improved this situation. In addition, many positive game players can also promote a good atmosphere in the entire game community.
"Games accompanying games must be a necessity in the future." Yu Bo from Chongqing E-sports Association said in an interview with the media. According to the forecast of iResearch Consulting , the game play market size in 2021 exceeds 14 billion yuan, making it the fourth track in the e-sports industry except games, live broadcasts, and events.
With the huge market space, the rapidly developing "game play" industry is still adversely affected by many factors. First vice chairman of of China Audio and Digital Association and chairman of the Game Working Committee Zhang Yijun previously emphasized in an exclusive interview with Xinhua News Agency that the e-sports industry needs to improve standards and standardize the training entry threshold.
In order to speed up setting up a "traffic light" for the e-sports industry, in June 2022, the Shanghai E-sports Association led and drafted the "E-sports Instructor Management Specifications" and the "E-sports Instructor Service Level Evaluation Guidelines". By improving the detailed requirements of e-sports instructor qualification certification, service requirements, skill level and other dimensions, the recognition and management of e-sports instructors were further standardized.
An e-sports industry analyst said that "game play" is changing actively, and industry standards and other aspects are gradually improved, which is conducive to guiding the healthy development of the industry and improving user experience. In his opinion, by raising the threshold for e-sports training and play, and strengthening vocational training and supervision, we can better connect the three forces of players, enterprises and government, and continuously advance e-sports towards mainstream culture and commercialization.
Emerging careers drive flexible employment
"The play has a huge market demand and can create too many job opportunities." An e-sports industry practitioner said, "Under the background of the establishment of rules and regulations, the commercial value and social significance that play games can bring is immeasurable."

From part-time to full-time, more and more young people have joined the play games industry. It is understood that more than 100,000 practitioners have participated in the game play industry.While playing more "flexible employment" possibilities, it also alleviates employment problems to a certain extent. Mr. Dong, a trainer at
, said that during the epidemic, he has survived the difficult moment of unemployed and at home by relying on "playing with each other". "On average, he can earn 20,000-3,000 yuan."
In 2019, the Ministry of Human Resources and Social Security listed "e-sports operator" and "e-sports athlete" as new professions. Immediately afterwards, the Esports Branch of the China Communications Industry Association issued the "China Esports Skiller Standards", which is understood that 40,000 people have passed the National Esports Skiller Professional Qualification Certification Assessment.
In the future, with e-sports entering school, game companionship has become one of the regular occupations, and the game industry has created more jobs for the society.
"Empower practitioners, so that professional talents can improve user satisfaction with higher standards of service quality. Game companion is changing gears and upgrading, and participating in driving the healthy and rapid development of the game industry ecosystem." An e-sports industry analyst said that with the cultivation and establishment of the talent system, practitioners will also gain more social recognition and enhance more opportunities for flexible employment in society. (End/Photo provided)
column editor: Gu Wanquan Zhang Wu Text editor: Li Linwei
Source: Author: CCTV