China’s e-sports talent gap exceeds one million.

  Recently, the Report on Tencent Assisting New Occupation and Employment Development (2022) directed by China Institute of Personnel Science under the Ministry of Human Resources and Social Security was officially released, which announced 147 new occupations under the digital ecology, among which "e-sports player" and "e-sports operator" were evaluated as stable digital ecological occupations, and each occupation will bring about 500,000-1 million jobs to related fields of the industry.

  In order to promote the development of e-sports industry, local governments have successively launched a series of support policies for e-sports industry. For example, Shenzhen has added e-sports to the category of sports encouraged by the special funds of the municipal sports industry — — Holding international and national high-level e-sports events in Shenzhen will receive more than 5 million yuan in funding. In the next few years, the e-sports industry in Shenzhen, especially the construction of sports events, will further develop at a high speed.

  According to the report of the Ministry of Human Resources and Social Security, at present, less than 15% of the jobs in the e-sports industry are in a state of manpower saturation, while the gap of professional posts in the upstream and downstream industries such as the production and broadcasting of similar events is 1.5 million, and the demand for talents in sub-sectors is still high in the next five years.

  Therefore, the vocational education of talents in e-sports industry is becoming more and more urgent. Only by increasing investment in e-sports vocational education, cultivating more high-quality e-sports operators and effectively promoting the output of e-sports activities and content quality can we really promote the healthy, sustained and effective development of e-sports industry.

  For example, Tencent E-sports recently announced the formal layout of vocational education for e-sports talents. By taking advantage of its own flow, technology, ecology and other advantages, Tencent E-sports Base will be provided as a practical course for students, with the direction of event planning and production and broadcasting, and two major sections will be set up, namely, "theoretical course of e-sports event planning" and "practical course of e-sports production and broadcasting rotation". Senior practitioners with experience in the implementation of large-scale world/intercontinental e-sports events will be invited as lecturers, and Tencent E-sports Base will be provided as a practical course for students, so as

  In addition to vocational education, Tencent also actively promotes the vocational certification of e-sports talents. In August, 2022, under the guidance of Guangdong Provincial Department of Human Resources and Social Security and Shenzhen Municipal Bureau of Human Resources and Social Security, Tencent piloted the qualification training and skill identification of "e-sportsmen" in Shenzhen, and issued the first batch of vocational skill level certificates recognized by the Ministry of Human Resources and Social Security.

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  In 2022, the revenue of e-sports industry in China was 144.5 billion yuan.

  Recently, the E-sports Working Committee of China Music and Digital Association released a summary of the data of e-sports industry in China in 2022. The data shows that in 2022, the revenue of e-sports industry in China was 144.503 billion yuan; There are about 488 million e-sports users in China; Among the e-sports game products in China, shooting, multiplayer online tactical competition and sports competition are the three types with the largest number of products, accounting for 25.7%, 17.1% and 10.0% respectively.

  Since E-sports was approved as an official sport by the State Sports General Administration in 2003, E-sports has become a new format that integrates technology and culture and promotes the common development of digital economy and real economy. It is understood that among the 488 million e-sports users, male users account for 56.4% and female users account for 43.6%. 42.5% users have a bachelor’s degree or above, and 26.4% users have a college degree.

  In 2022, 108 e-sports events were held in China, which was less than that in 2021. Shanghai hosts the largest number of e-sports events, accounting for 22.39% of the country’s total. The proportion of e-sports events held in Chengdu, Hangzhou and Shenzhen also exceeded 5%.

  This group/reporter Chloe Wang Co-ordinator/Liu Jianghua