Chapter 515: Esports Education

Don't look at League of Legends and the open beta for less than a year, but you can never imagine how popular this game is now. Pen % fun % Pavilion www.biquge.info

As of now, there are about 130 million League of Legends players in the world.

The average daily active player reached 17 million.

A single game generated 9.1 billion in revenue in a quarter.

A new hero effect skin can earn 150 million in one day.

Many players even call him "the money printer at the computer desk".

According to the internal data of Aurora Games, the highest daily income of "League of Legends" can reach 200 million, and in January this year, due to the appearance of new heroes and New Year skins, the revenue of "League of Legends" reached 3 billion that month, and the revenue is close to the annual net revenue of Aurora peripherals.

This figure makes countless game companies can only look up, and the revenue of 3 billion a month is really terrifying, and it is like a myth to them.

The popularity of "League of Legends" is a microcosm of the development of e-sports, and it is precisely because of the vigorous development and popularity of e-sports that multiplayer competitive games like him are sought after.

However, through the ten-day qualifiers for this League of Legends S-series event, it is not difficult to see a lot of problems.

Commentary, refereeing, planning, etc. have no professional experience, and can only rely on "actual combat" to slowly accumulate experience little by little.

It is easy to delegate unprofessional personnel to the stage to comment, or to do other important work, and leave a bad impression on the audience.

These newly formed teams can't find suitable coaches, team leaders, and tactical analysts, and those who have the conditions can recruit some people to fill up the numbers indiscriminately, and the teams that don't have the conditions can't even recruit coaches, team leaders, and tactical analysts.

After all, coaches, team leaders and tactical analysts with a little experience are all scarce talents in the industry, and although their salaries are far less than those of the first-class professionals, they are still higher than those of second- and third-rate players.

Sometimes even if you want to spend money, you can't find the right person.

Therefore, the standardized and orthodox e-sports education came into being.

Last year, as the world's No. 1 operator of e-sports events and e-sports pan-entertainment content, Aurora Games, together with the General Administration of Sports of China, the Ministry of Education, a number of junior colleges in China, some undergraduate universities, Qiandu Interactive Entertainment and other partners disclosed relevant plans for the cultivation of e-sports talents.

The development of e-sports is not only a game, but also an industry, which shows that e-sports education is very important.

E-sports has gone through ups and downs in China, and although the public has different opinions on the relevance of e-sports and education, now e-sports has come to the forefront and become the darling of capital and users.

With the Ministry of Education's professional recognition, the entry of colleges and universities, and the convergence of capital, e-sports has become more than just a hot concept in the education industry.

So, what are the talent training paths for esports education?

In fact, there are three ways to cultivate talents, namely, academic education, vocational education, and popular education.

The first two are truly formal education, while mass education is non-formal, practical education.

Where there is a market, there is capital, and capital has long smelled the "smell of money" in the e-sports industry, and the layout is repeated.

In addition to the formal academic education of college majors, capital has also given birth to e-sports education enterprises.

Nowadays, there are two ways to receive formal e-sports education, one is to enter a university that offers e-sports-related majors for a period of 3~4 years of professional study.

The other is to enter the esports education institutions run by some esports education companies, similar to a "crash course".

Ye Le can only say that these two kinds of education are good and bad, and the learning cycle of e-sports majors is relatively long, which takes 3 to 4 years.

You must know that esports games have a life cycle, and 3~4 years is enough time for most mainstream esports projects to be updated.

Therefore, whether the professional education of e-sports in colleges and universities can keep pace with the times is also a concern for people.

It's impossible to study for 3 or 4 years, and when he came out to find a job after graduation, he suddenly found that the projects he had studied before were not popular, which made him very embarrassed!

The e-sports education institutions opened by e-sports education companies are a crash course, and the knowledge learned is very shallow, and the foundation for students is unstable.

And there will be a lack of competitiveness in the face of students who have graduated from esports.

After all, it is much easier for a student who graduated from a regular college to find a job than a student who came out of a crash course.

However, the e-sports education institutions set up by e-sports education enterprises are more flexible, and they can hold training courses for any e-sports project that is popular, and can accurately grasp the wind direction and quickly change the curriculum and keep pace with the times.

Although there is a lack of in-depth education, it has a short and fast refined teaching, if you want to learn the coach, you can apply for the e-sports coach training class, and if you want to learn the referee, you can apply for the referee training class.

Anyway, the study cycle is not long, and the tuition fee paid is not as much as that of college e-sports majors.

It's a big deal that the project I learned before is not popular and has no way out, so why don't you just learn the others?!

No, major colleges and universities have not yet officially recruited the first batch of new students majoring in e-sports, and many private e-sports educational institutions have already appeared in Huaxia.

Ye Le has also learned a lot from them, at least after the establishment of his Modu E-sports University, he will learn to subdivide these professional courses into multiple departments like an e-sports educational institution, instead of stewing students in a mess like he did when he saw those colleges and universities in preparation before.

E-sports is simply an intellectual confrontation between people that uses electronic devices as sports equipment. Esports is a serious game, and under fair rules, it depends on the performance of players and teamwork to win.

The actual sales revenue of China's e-sports game market reached 50.46 billion yuan. According to iResearch's report, the overall number of e-sports users has reached 170 million in 2016. According to the 2017 Gamma Survey Report, the compound annual growth rate of the esports industry has reached 46%. There are more than 13,000 domestic e-sports companies, 36 positions in demand, and a talent gap of 260,000 in the e-sports industry.

What Ye Le needs to do is to enable the students of Modu E-sports University in the future to achieve professional matching, instead of letting the students become "half-assers" who have learned too much but are not proficient.

And schools like theirs must break out of the cycle of traditional schools and slowly find their own way.

What is in a traditional school is not necessarily applicable to esports, and an esports school is not so much a school that tests an individual's level by the results of test papers, but more like a standard for those sports institutes to test students through special tests and actual battles in line with their majors.

Ye Le is also well-informed, and Aurora Games has also participated in the compilation of e-sports textbooks before, so he also has a great understanding of those colleges and universities that plan to recruit new students majoring in e-sports this year.