A few days ago, some media broadcast such a news, "By 2020, the talent gap in the e-sports industry has reached 500,000". From this perspective, the e-sports industry seems to be a gold rush full of opportunities, but is this really the case?
In fact, the concept that the talent gap in the e-sports industry reached 500,000 appeared as early as 20 19. However, there are obviously some problems with this figure. The scale of China's e-sports industry may be difficult to support 500,000 employees. How big is the e-sports industry in China or the world? In fact, it is a problem to distinguish between insiders and ordinary players, and the answers of different people are often very different.
This figure is described in some data supporting the talent gap of China's e-sports industry as high as 500,000. In 2020, the market scale will reach 654.38+009.56 billion yuan, in 2022, the market scale will exceed 654.38+08 billion yuan, and the user scale will reach 465.438+08 million. From this point of view, it is obviously very easy for a 100 billion-level market to accommodate 500,000 employees.
However, the Global E-sports and Live Game Market Report 202 1 recently released by Newzoo, a third-party game market data service provider, shows that the global e-sports market revenue will increase from 94.71billion dollars in 2020 to184 million dollars in 20021year, with a year-on-year growth rate of/kloc. 947 1 100 million dollars is almost 6 1 100 million RMB, which is obviously an order of magnitude different from the domestic statistical agency's1100 billion market size, and the former counts the global market, while the latter only counts the domestic market.
So which data can better reflect the true scale of the e-sports industry? As the leader in the domestic e-sports field, Tencent naturally knows. Tencent E-sports & E-sports Magazine's "World and China: 20 19 Global E-sports Industry Development Report" released in June of 20 19 pointed out that in 20 19, the global e-sports market scale reached 10 billion USD for the first time, with a year-on-year increase of 26.7%.
In fact, the key to this problem is that the reports issued by some domestic research institutions are different from the standards adopted by Newzoo data. Newzoo divides the income composition of e-sports industry into sponsorship income, media copyright, peripheral goods and tickets, game publisher subsidies, virtual goods and live broadcast income, which is basically similar to the income composition of traditional sports.