Today, the representative team of Sichuan Culture and Media Vocational College
Represented Sichuan Province in Chongqing
Participated in the 7th China Chongqing Vocational Skills Competition
Bashu Craftsman Cup New Vocational Skills Competition
It is reported that the 7th China Chongqing Vocational Skills Competition and "Bashu Craftsman" Cup New Vocational Skills Competition hosted by the Chongqing Municipal People's Government, officially launched on October 29, a total of industrial robot system operators and maintainers, health caregivers, supply chain managers, e-sports players, unmanned aerial vehicle installation and maintenance workers, information security testers and other 6 competitions, 58 people from Sichuan Province participated, of which 12 players from Sichuan Culture and Media Vocational College will participate in the e-sports player project.
Esports player?
"Isn't it just a game?"
No, you're wrong!
Follow Xi Zai today,
Unravel your misconceptions about the esports industry
" Esports"
According to the definition of the State General Administration of Sports, e-sports is the use of high-tech software and hardware equipment as sports equipment for human-to-human intellectual confrontation sports. Through exercise, participants can exercise and improve their thinking ability, reaction ability, heart-eye limb coordination ability and willpower, and cultivate team spirit. This definition generalizes eSports as a combination of computer technology and competitive sports.
Sichuan Culture and Media Vocational College is the earliest college in Sichuan to open e-sports sports and management majors. Wenchuan College adopts the mode of school-enterprise cooperation and cooperates with Sichuan Kuaijing Technology Co., Ltd. The two sides pay attention to the cultivation of students' theoretical knowledge and logical framework, so that students pay attention to extracurricular practice in the learning process, give full play to the advantages of enterprises in running schools, and ensure that students' employment channels are smooth.
Of course, e-sports is not as simple as imagining playing games every day, and the current courses on e-sports are: Introduction to E-sports, E-sports Graphic Design, E-sports Interpretation Basics, E-sports Application Comprehensive Training, E-sports New Media Operation, E-sports Event Planning, E-sports Sports Psychology, E-sports Industry Ecology, E-sports Data Analysis, etc.
Professional courses in e-sports cover management and data analysis, graphic design, new media, psychology, broadcast hosting, media communication and other disciplines.
The e-sports training room and live broadcast training room of the e-sports major of Wenchuan College are the only comprehensive e-sports training rooms in the southwest region and the internship base for cooperation between more than a dozen e-sports clubs and e-sports venues.
Under the school-enterprise cooperation model, in addition to learning theoretical knowledge in the classroom, students can also participate in extracurricular practice. Students participate in competition execution, game planning, game commentary, event news report planning, etc.
2019 2nd Wenjiang Cultural and Creative E-sports Festival
Five-star cup
Esports Open Class
The e-sports major of Sichuan Culture and Media Vocational College provides a good learning space for students from inside the classroom to outside the classroom, and gives full play to the advantages of school-enterprise cooperation in running schools, so that students can fully understand the e-sports major.
E-sports is an industry with great potential for development
With the popularization and application of 5G, big data, artificial intelligence and virtual reality technology, the future of e-sports will produce a new anti-cheating system relying on ultra-low latency of 5G high-speed networks, anti-cheat systems of big data and artificial intelligence, and online professional events broadcasting through virtual reality technology as a channel.
By the end of 2020, the overall market size of China's e-sports market was 147.4 billion yuan, an increase of 33.8 billion yuan over the previous year, an increase of 29.75% year-on-year; the overall size of the e-sports market is expected to exceed 210 billion yuan in 2022.
At the same time, the average annual salary of high-end talents in the field of e-sports from January to August 2021 was 216,000 yuan, second only to the financial industry known for its high salaries (233,800 yuan), which was 17,800 yuan lower than finance and 0.18 million yuan higher than the Internet. The salaries of e-sports practitioners are relatively generous, reflecting the strong market appeal of new fields.
The setting of the e-sports profession is not simply to cultivate "players" or professional players, after all, like all sports competition industries, people who can become professional players are one of the best, and people who can become superstars in this sport are more "hundred years" rare, but if you really like e-sports and want to make a difference in this industry, even if you can't become a professional player, you can also become a host, planner, reporter, R&D personnel, designers, operators, etc. in the e-sports industry.
Do you know anything about eSports players?
It's not just about "playing games"
It is also a new star in the future industry
Let us all bless the imminent departure
"Bashu Craftsman" Cup New Vocational Skills Competition
Li Cheng, Xia Hongwei, Liang Zhao, Zhang Xingyu, Li Fan, Lei Han,
Cheng Guang, Yang Tao, Meng Qingbin, Li Wu, Li Wanjia, Deng Yinjun
12 literature students~
Hopefully, they will get results in the big game
Race out level, race style
Show off your literary style