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The talent gap is as high as 500 thousand. Where did the first batch of e-sports undergraduates go after graduation?
The first batch of e-sports undergraduates basically entered some first-line game companies after graduation. In fact, e-sports undergraduates learn all things related to games, but they just don't play games. Playing games is more about youth training and clubs. And as a college student to learn to play games, this time is really not suitable. Generally speaking, the golden age of professional players is 17 to 22 years old. At this age, you still need to maintain a very high degree of contact with the game in order to touch the threshold of professional players.

No university teaches students how to play games, but how to plan and management games. Nowadays, undergraduates majoring in e-sports learn more about game planning and operation, and the overall planning of e-sports events. It won't directly involve us playing games, but it must be related to games. In fact, this is exactly the same model as doing a party. It just means that this model is applied to e-sports. At present, e-sports is also developing well in China, and various e-sports activities are also emerging one after another. Then these e-sports activities are essentially piled up by a plan, which requires people majoring in e-sports to think. However, a situation that this industry is facing now is that the talent gap is as high as 500,000, because the e-sports industry is indeed a new industry, and its overall industry layout is not so perfect, and this talent gap will occur in many places.

It's just that the problem faced by e-sports undergraduates is that first-line e-sports companies are very difficult to enter. Moreover, because the content of learning is relatively extensive, it can be directly applied to other modes, or directly enter the game company to be responsible for the operation and planning of the game, and it does not need to be completely confined to the e-sports industry. In fact, many people choose to do something completely different from what they have learned after graduation, which often happens, not to mention the major of e-sports. At present, the education of e-sports is still relatively backward, and the speed of updating teaching materials as a whole is not as fast as that of market development. One of the problems this time is the asymmetry of information, so students may not be able to use this knowledge effectively after learning it, which is very unfavorable to his employment situation.