With the rapid development of the e-sports industry, this once regarded as a niche field has shown an increasing momentum of development, and the whole society's understanding of it is gradually changing. At present, more and more people know that e-sports is not the same as video games, but at the same time, perhaps many fans do not realize that as a sport recognized by the International Olympic Committee, e-sports is actually There is also a very high career threshold. To truly enter this field, in addition to talent and hard work, you also have to take no small career risks.
Speaking of e-sports, if the focus of the debate in the previous two years was mainly on whether it is a sports item, now with the rapid development of e-sports and the maturity of the e-sports industry, e-sports has Attracting the attention of more and more groups and even capital. From 2003, the General Administration of Sport of China officially approved e-sports as the 99th official sport, to 2017 the International Olympic Committee officially recognized e-sports as a sport. Although the process was quite bumpy, the status of e-sports as an official sport has been obtained. Recognition. In 2018, e-sports entered the Jakarta Asian Games as a performance event, which gave this emerging event an unprecedented development opportunity.
Regardless of the number of participants in the e-sports industry or the total output value, the world's leading Chinese e-sports industry has shown strong development momentum and great development potential in recent years. A report on the development of the e-sports industry shows that the size of China's overall e-sports market exceeded 100 billion yuan in 2019. Although affected by the epidemic, the overall growth rate has slowed in 2020, but it still maintains an upward trend, exceeding 1,400 This report predicts that China’s overall e-sports market will exceed 160 billion yuan in 2021. The rapid development of the overall industry will inevitably lead to further growth in the number of users. The report shows that the scale of e-sports users in China has expanded from 380 million in 2017 to 520 million in 2020, and may reach 550 million in 2021. Based on the analysis of the age structure, the highest proportion of Chinese e-sports users in 2020 is the youth group aged 19-22, accounting for 39.7% of the overall proportion, and teenagers under the age of 18 also account for 9%.That is to say, among the 520 million Chinese e-sports users in 2020, nearly half are teenagers aged 22 and below. However, among this huge group of more than 200 million, there are probably only a handful of them capable of becoming professional players.
In fact, like traditional sports, e-sports, as an emerging sports, has high requirements for the athletic talent and acquired efforts of participants. It is one of the hobby "passerby games" and the official competitions in professional fields There is also a huge gap between. In addition to innate talent, with the increasing professionalization of e-sports, the training and management mode of professional e-sports clubs is also improving, but no matter how it changes, 10 to 12 hours of high-intensity training per day is the most At least the bottom line, and such actual combat training and the daily entertainment of ordinary e-sports users are obviously completely different. In addition, the golden age of e-sports players is basically concentrated in the 16-23 years old. This also makes e-sports like many sports that have stricter age requirements for players. It has become a very competitive "youth meal". The requirements for playing games are not high, but to become a professional e-sports player, there are quite high thresholds and serious worries.
Although it is not realistic for most people to become a professional e-sports player, the rapid development of the e-sports industry actually calls for more diverse talents to join it. Especially as e-sports has become the official event of the 2022 Hangzhou Asian Games, e-sports, which was once regarded as a niche, has officially entered the stage of a large-scale comprehensive sports meeting. Coupled with the rapid development of professional events, the e-sports industry is gradually getting rid of doubt. In 2016, the Ministry of Education issued a notice requiring colleges and universities to add "e-sports sports and management" majors to sports projects. The first batch of e-sports students in my country who enrolled in 2017 in this summer will graduate and go to society, and more and more specializations The addition of talents may also bring more new opportunities to the rapidly developing e-sports industry.