Recommended reading | What do you teach in e -sports majors?

Author:Shenzhen Evening News Time:2022.07.02

The college entrance examination volunteer filling season arrives as scheduled, and the e -sports majors are noticeable. After connecting with games, professional clubs, competition alliances, Yuan universe, big data and other words, it is connected to the frontier of sports, culture, and science and technology development. Candidates have a high interest in applying for e -sports majors.

In November 2003, e -sports was listed as the 99th sports project that was officially launched by the State General Administration of Sports. It has been developing for nearly 20 years and has become an emerging cultural symbol that affects the generation. In 2016, the Ministry of Education announced 13 supplementary majors, of which there were e -sports sports and management majors, professional code 670411. In 2017, Communication University of China and other universities opened e -sports majors to recruit and train e -sports students. In March of this year, the undergraduate majors of the E -sports and Management of Guangzhou Institute of Physical Education were approved, becoming the first public undergraduate university in South China to open an undergraduate major in e -sports.

From game to professional league, from industry to professional, what do you teach and learn from e -sports? What kind of e -sports talents are cultivated in universities? What is the outlook for employment? Late evening reporters took the Journal of Communication University of China, Guangzhou Institute of Physical Education, and Nanjing Media School as an example to analyze it for you.

What do you learn from e -sports?

"First of all, it is clear that e -sports majors are not equal to e -sports players. Learning e -sports majors does not mean how to play games and do not equal to playing games as you want." Wang Xiaodong said.

The e -sports industry chain is divided into upper, middle and downstream, mainly corresponding to game R & D, design, authorization, and distribution; event activities organize operations, direct broadcasting; competitors, coaches, commentary, anchors, etc. Based on the different characteristics of the upper, middle and lower reaches, colleges and universities have different courses in undergraduate teaching.

▲ Jinling Institute of Science and Technology Institute of Animation, Nanjing Electronic Athletic Industry Institute was established. Teacher Ding Ling (second from left) is guiding students. Xinhua News Agency

According to the talent training plan of "E -sports and Management" of the Guangzhou Institute of Physical Education, this major is facing the needs of regional economy and e -sports development. Applied Talents. The major of Chinese Communication University of China (digital entertainment direction) is more inclined to cultivate game planning and e -sports operations and program producers. The art and technology of Nanjing Media Institute (e -sports game planning and design) and broadcasting and hosting art (e -sports commentary and anchor), focusing on the training of e -sports brand design and e -sports explanatory talents.

Open the course of e -sports and management majors in Guangzhou Institute of Physical Education, you can see professional basic courses such as sports introduction, sports sociology and other professional courses. Professional extended elective courses with arrangement, e -sports rehabilitation technology. The academic system is generally four years, and the elastic science system is implemented, allowing students to graduate or delay graduation in advance. The period of learning is 3 to 6 years in principle. Students who meet the conditions of a bachelor's degree in the national degree regulations are awarded a bachelor's degree in education.

▲ Students at the Guangzhou Institute of Physical Education are in class. Interviewed units confession

Compared with the three colleges and universities, you can find courses such as e -sports training, broadcasting hosting business, game operations, e -sports user game requirements analysis, team management and other courses. Obviously, according to their own genes and characteristics, each school is looking for positioning in the e -sports industry chain to cultivate characteristic professionals.

"The e -sports talents cultivated by universities are to lead the development, management and educational talents of the healthy development of the industry. To build a complete curriculum and knowledge system, let students master comprehensive and scientific e -sports knowledge and actual operation capabilities. There are comprehensive understanding of all aspects of the e -sports industry. "Wang Xiaodong said.

How does e -sports cultivate "industry -university -research"?

Compared with general majors, e -sports majors want to do well, and "industry -university -research" must be deeply integrated in order to achieve the connection between education and industry from "seamless" to "seamless".

Wang Xiaodong bluntly said: "If you want to do a good job in e -sports, the threshold is very high." He introduced that the Guangzhou Institute of Physical Education spent more than 2 million yuan. In 2019, the construction of the e -sports center was completed. Multiple large LED screens and e -sports teaching equipment can also meet the practical and training teaching of 40 people at the same time; the competition area is equipped with stage, competition equipment, and communication systems, which can be used for hundreds of people's e -sports competitions. In 2021, Guangzhou Institute of Physical Education and Guangdong Electronic Sports Association and Guangzhou Qubaru Network Technology Co., Ltd. jointly signed the "E -sports Education Industry Strategic Cooperation Agreement" to build a "industry -university -research" platform attempt to solve the problem of "production and education away".

▲ The Academy of Animation of Jinling Institute of Science and Technology, students are designing the image of the game anime. Xinhua News Agency

"In fact, universities fit the industry, in fact, they need to take the goal a little further, and they cannot follow the industry. Instead, they need to go a little more. "Chen Jingwei, deputy dean of the School of Animation and Digital Art of Communication University of China, believes that the progress of science and technology and the development of games are inseparable.

This year, Communication University of China has reached a long -term cooperation with Tencent Interactive Entertainment Digital Ecology to promote the training of e -sports talents through courses, competition co -construction, and professional co -creation. The Communication University of China shows the advantages of the discipline platform and joined the relevant courses around the theme of the glory of the king. China also exports e -sports related issues with Tencent Mutual Entertainment to help the construction and academic development of e -sports disciplines. What is the employment prospect of e -sports?

The "2021 Guangdong E -sports Industry Development Report" shows that in 2021, Guangdong's e -sports industry revenue reached 123.63 billion yuan, accounting for 73.6%nationwide. Among them, the number of e -sports practitioners accounted for 31.6%in the country, and the number of e -sports practitioners ranked first in the country.

"In 2018, when reporting to the e -sports major, I felt that the industrial prospects were bright and the employment space was large. In 2021, the topic of the" e -sports talent gap "was quite hot. But now it seems that the employment situation is equally severe. "Xiao Hu (pseudonym), a graduate of Grade 2022, said that 17 students in the class each accounted for 50%of the proportion of work and postgraduate entrance examinations. Students who choose to work have three or four in the field of game and e -sports.

"Not only is they competing with graduates of the same majors, but they also compete with graduates who love e -sports as well as graduates who love e -sports and graduates of game planning, animation, art, design, and management." Xiao Hu said. "But e -sports graduates are indeed easier to be noticed."

Zhang Yang, the founder of GK E -sports Club, said that the gap in e -sports talents is large, but it is not easy to recruit high -quality professionals. "We hope that colleges and universities can cultivate close graduates with close combination with the industry, but there are still certain problems in domestic e -sports professional education. We tend to personal abilities rather than complete professional counterparts. Taking recruitment video editor as an example, we tend to use it. Select talents with e -sports genes from college film production, digital media, and visual communication majors for cultivation. "

When talking about whether the students and sisters are recommended to apply for e -sports majors, Xiao Hu said: "Be careful. If you want to engage in the field of e -sports in the future, of course, you can consider applying for e -sports majors. As for future employment and development, we must first depend on the possibility of the development of e -sports, but we believe that in any field, we need to be true. "

Shenzhen Evening News reporter Zheng Zhipeng intern Zhong Wenyao

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