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According to the standard, e-athletes are divided into five levels of vocational skills, namely, level 5 / Junior worker, level 4 / intermediate worker, level 3 / senior worker, level 2 / technician and level 1 / senior technician. Level 1 is the highest, and the vocational skills of each level are planned.

According to Wang Dongyan, director of the e-sports news center of China Cultural Management Association, the main standard maker, “this standard is not compulsory. It plays a guiding role in the talent market. E-athletes voluntarily participate in the vocational skills examination and obtain relevant level certificates. Among them, the skills training for practitioners, how to declare, how to test and other work are in the process of stepping up planning. At that time, the Ministry of human resources and social security will announce to the public in time. “

According to relevant reports, during the epidemic period, China’s e-sports industry rose against the trend, the number of users will exceed 500 million, and the proportion of women and people over 45 years old will increase.

Taking a comprehensive view of the global e-sports industry, in 2020, China contributed the largest share with us $385 million and up to 35%, surpassing North America for the first time and becoming the most commercially valuable E-sports market.

The rapid expansion of the industry has put forward higher requirements for the number and quality of practitioners. According to the data released by the Ministry of human resources and social security, there are more than 5000 E-sports teams (including clubs) in operation in China, with about 100000 professional E-sports players. The overall employment scale of E-sports players is more than 500000, mainly distributed in the first, second and third tier cities in China.

However, according to incomplete statistics, only less than 15% of E-sports jobs can meet the needs of professionals, and there is a huge talent gap. It is estimated that in the next five years, China’s e-sports industry will still face a demand of 2 million talents. Vocational education will become an important link in the eco chain of the e-sports industry, and occupation and standardization are the foundation for improving the talent system and ensuring the vitality of the e-sports industry.

Not only is there a large talent gap, but most young people are engaged in e-sports industry. The survey shows that 54% of the e-athletes are aged between 16 and 22, and 26% are aged between 23 and 30. The age of the employed is generally low.

On the other hand, 58% of the employees have worked for 1-3 years, and 30% have worked for 3-5 years. This shows that the working years of practitioners in e-sports industry are relatively short. This is related to the short development cycle of the whole e-sports industry.

In an interview with Beijing Youth Daily, ye Wei, a senior game planner, said bluntly: “from last year’s confirmation that E-sports has become a new occupation to the professional title evaluation, in just one year, relevant departments have paid a lot to promote the sustained, healthy and stable development of e-sports industry. The minimum education required for Professional Title Evaluation starts from junior high school, which takes into account the actual situation of many E-sports players. It can be said that it will inject a shot in the arm into the e-sports industry. “

When asked whether he would take the title examination, Wang zewen, an E-sports player, said bluntly: “wait until the specific details come out. If you don’t bother to test one, in addition to the championship, there is a new direction to pursue