Chapter 517: It's Not That Simple

2018 is also last year, which is called the "first year of Chinese e-sports" by many people in the Chinese e-sports circle. Pen × fun × Pavilion www. biquge。 info

This year, the state department began to provide strong support for the development of the e-sports industry with various practical actions.

In 2018, the Ministry of Education announced seven supplementary majors in colleges and universities in 2018, and "E-sports and Management" was included in them.

In the second month, the central government took the lead in announcing the reform of the Huaxia E-sports Alliance, and in June of the following year, it was officially renamed the Huaxia E-sports Association, instead of the Ministry of Culture taking the lead in establishing the E-sports Game Competition Branch of the China Culture and Entertainment Industry Association.

It is also the official social organization of e-sports, but the level is more than one or two notches behind.

In the final analysis, the reason is that because of China's developed economy and prosperous science and technology in this world, the building of spiritual civilization has become the primary task.

This has led the Chinese government to place a special emphasis on gaming and esports.

Secondly, Huaxia e-sports is too large, ranking first in the world, which can be said to be several times more prosperous than China at the same time on the planet.

In addition, the Huaxia E-sports League itself has too much influence and strength, and it is really unreasonable to classify it as a branch of a certain association.

In November, the General Administration of Sports of China announced the establishment of the Huaxia E-sports Industry Alliance, but at the second month's meeting, the majority voted to transfer the Huaxia E-sports Industry Alliance to the Huaxia E-sports Alliance.

In December, the National Development and Reform Commission (NDRC) and multiple departments jointly issued the Action Plan for Promoting Consumption-driven Transformation and Upgrading, which included "carrying out e-sports, games, and amusement events" in the innovative action of educational, cultural and information consumption.

In January this year, the General Administration of Sports announced the introduction of an athlete registration system in the field of e-sports, which will be jointly implemented by the Huaxia E-sports Association and the General Administration of Sports in the future.

Players go directly to the local e-sports associations for individual registration, team or club registration, and then the municipal and provincial e-sports associations will summarize and submit to the Huaxia E-sports Association, and then the Huaxia E-sports Association will submit it to the General Administration of Sports for record.

At the beginning of this month, the Ministry of Culture issued the "Opinions on Promoting the Transformation and Upgrading of the E-sports Industry", proposing to support the development of the industry through game and amusement competitions.

On the 7th of this month, the Olympic Council of Asia announced that e-sports will become an official competition at the 2022 Hangzhou Asian Games. This has undoubtedly pushed the development of the e-sports industry forward.

Countless good events have happened one after another, and most of them can guess that esports is about to take off if you are not a fool.

There are many people who come to rub the heat or want to make a profit, how could there be so many e-sports companies in China before, at most there were 1,000 to 3,000 e-sports companies.

And it is still the forcible classification of game companies with ties to esports as esports companies that can reach this number.

But now it has only been less than half a year, but e-sports companies have broken through the 10,000 mark in an instant, and many game companies and live broadcast platforms have quickly entered this field.

From the second half of last year to March this year, there are more than 100 e-sports education companies in China, with more than 280 e-sports education institutions.

These people are also not settled, and even want to bypass the Huaxia E-sports League and Aurora Games to set up a Huaxia E-sports Education Alliance, want to monopolize domestic e-sports education, and replicate the success of the Huaxia E-sports League.

"This is going to rob me of my job!" Ye Le's face turned black on the spot when he heard the news.

In the end, thanks to Ye Le's bad intentions, their application was immediately invalidated, and the government emphasized that the Huaxia E-sports Association and the Ministry of Education would jointly manage Huaxia e-sports education.

Therefore, even if you, the Huaxia E-sports Education Alliance, are established by the country, they will not recognize it, after all, this is within the management scope of the Huaxia E-sports Association and the Ministry of Education, and it is not the turn of a group of e-sports education companies that have just been established and do not know how strong they are, whether they are formal, and whether they can really educate others.

It has only been established for less than half a year, and they are so ambitious that they want to take away some rights from the future Huaxia E-sports Association, and even monopolize the e-sports education market, will Ye Le let them get their way?

Apparently not......

On the other hand, colleges and universities that pre-admit new students majoring in esports have also found that things are not as simple as they imagined.

For colleges and universities, the recognition of e-sports is only the first step, and it may be an important criterion to reflect the professionalism of the course in terms of curriculum design, teaching materials and teacher selection.

In college admissions, textbooks are the biggest problem.

In terms of textbook settings, most colleges and universities are the same, and they have chosen the old version of textbooks such as "Introduction to E-sports" published by the People's Publishing House a few years ago, supplemented by some new textbooks, in addition to some cultural courses such as language and mathematics and professional courses classified by game items

At present, its e-sports course textbooks are still being planned and compiled, and the specific progress has reached 80%, which is inseparable from the information center of the General Administration of Sports, the practical teaching materials of e-sports clubs and the content and information provided by relevant professionals.

In addition to the difficulty in setting standards for teaching materials, the selection of teachers is also an extremely real problem.

As far as Ye Le knows, most of the new students who will be this year's master e-sports majors have adopted the method of hiring retired players and external practitioners.

Some time ago, a vocational college has announced the lineup of teachers, and the announced lineup of teachers is basically taught by retired e-sports players and industry insiders, and most of the classes are in the form of lectures.

But this is not a wise choice, at least not Ye Le.

It's okay for a professional player to give a lecture once in a while, or to be a lecturer for some special courses.

In terms of the criteria for e-sports teachers, hiring industry veterans may be the best choice, but the problem is that no matter how dazzling the aura of the "professional gods" is, they are not an education practitioner, so in the actual teaching process, what kind of knowledge and nutrition can students absorb in the form of videos and lectures will be a key to testing the professional setting of e-sports.

Most of these professional players are not highly educated, have no teaching experience, and their ability to teach is very weak.

After all, they don't just come here to teach you the skills and routines of playing games, they may not have heard of other theoretical knowledge themselves, so how can they teach students?!

Some industry insiders believe that e-sports, as an industry of market-oriented vocational education, does not require much theoretical knowledge.

This sentence is not unreasonable, but it is also wrong.

Theoretical knowledge is still very important, at least it can lay a good foundation for students, as the saying goes, "to build a high-rise building, first lay the foundation".

If you directly let the students come up to the actual combat operation, then you will also take the Mao e-sports major, and go directly to work will not even save college tuition!

In the end, it is not a situation where the overall quality is not high.

Those who only have theory and no practice are useless stragglers, and those who only have practice but do not pay attention to theory will not change anything in the end.

Revolution still needs the support of various theories and concepts!

Therefore, we must pay attention to both aspects, teach them various theoretical knowledge, and at the same time, we also need to try to combine the practical characteristics of e-sports in teaching, rather than following the model of exam-oriented education like other traditional disciplines.