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published in(发表于) 2016/9/9 18:39:44
University professional electronic sports professional in China, but don’t get excited ... ...,

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University professional electronic sports professional in China, but don't get excited ... ...-e-sports, University-IT information

Recently, the Ministry of education, vocational education and adult education Department issued on 2017 of intended majors in higher vocational college job notice, published 2016 13 additional Professional, including "e-sport and management" professional code of 670411, education and sports under the category of sports. New students in higher vocational schools (including colleges, other universities organized by the College of education) will be introduced in 2017. Some users have expressed excitement, saying "playing a game eventually was no longer considered neglect their studies."

I can feel the excitement of users, but will e-sport professional, equivalent to "officially admits that playing online games is reasonable" would be too superficial and too narrow. Need to see, the Ministry of education the proposed major is "e-sports and management." In other words, this is a professional e-sports industry managerial talents to train, not develop a single electronic sports player. Because of this, that was supposed to be "no", "abandoned their studies" e-sport has finally been name, this understanding is illogical.

In fact, as early as 2003, e-sport is approved by the State General Administration of sport, become the 99th sports project officially launched in China. In recent years, the development of e-sports industry is rapidly, according to iResearch statistics shows that by 2018, the e-sports users in China will reach 280 million people, 2015 end e-sport market scale had reached 26.9 billion yuan. Meanwhile, China is still at an early stage of e-sports industry, management irregularities and shortage of management talent began to show. Under such circumstances, added in the College "e-sport and management" programs, with some kind of real necessity.

Without prejudice is not difficult to find, the real problem is not e-sports in colleges and universities is reasonable or not, but professional electronic sports should be . As experts have pointed out that although Chinese e-sport market is huge, but e-sports is different from traditional sports, limited number of games, the demand for talent is not so great as imagined. Because of this, e-sports major in colleges and universities should proceed from reality, should not blindly rush to set up professional. Preferably a tentative pilot, then adjust based on community feedback.

I think that e-sport should become the "pilot" professional, should also become the "threshold" of a professional . E-sport industry "talents" and demanding, practitioners need to have independent thinking, team working and agile rapid response capacity . Not the same as other ordinary professional, not all the students are suitable for e-sport professional training. Therefore, in terms of specific students recruitment and training, should also establish a strict filtering mechanisms, so that the "best fit" for students e-sport professional.

The vigorous development of e-sports gaming market will need more professionals to promote. Esports name associated with the lay out, in fact, no need to be. However, major additions and deletions, are a serious matter, and can't see the market prospects despite the rest. Set up e-sport professional, it is what needs to be treated with caution. Hopefully universities will realize this, otherwise, e-sport professional you will like online games, like "playing bad."


电子竞技专业进入中国高校专业,不过先别激动…… - 电子竞技,大学 - IT资讯

近日,教育部职业教育与成人教育司发布《关于做好2017年高等职业学校拟招生专业申报工作的通知》,公布了2016年的13个增补专业,其中包括“电子竞技运动与管理”,专业代码670411,属于教育与体育大类下的体育类。新增专业适用于高等职业学校(含高等专科学校、其他普通高等学校举办的专科层次的学历教育),将于2017年实行。部分网友表示兴奋,称“玩游戏终于不再被认为是荒废学业了”。

我能感受网友的激动之情,但动辄将电子竞技专业,等同于“在官方层面承认玩网络游戏是合理的”,未免太肤浅、太狭隘了。需要看到,教育部此次拟增的专业是“电子竞技运动与管理”。换言之,这是一个专门培养电子竞技行业管理人才的专业,并非培养单个的电子竞技选手。正因为如此,称曾被认为是“不务正业”“荒废学业”的电子竞技终于被正名,此种理解实在逻辑混乱。

事实上,早在2003年,电子竞技就经国家体育总局批准,成为中国正式开展的第99个体育项目。近年来,电子竞技行业的发展更是迅猛,根据艾瑞统计数据显示,到2018年,中国电子竞技用户将达到2.8亿人次,端游电子竞技市场规模2015年已经达到269亿元。与此同时,中国电子竞技产业仍处于初级阶段,管理制度的不规范与管理人才的短缺问题开始显现。如此情形下,在高校新增“电子竞技运动与管理”专业,有着某种现实必要性。

如果不带偏见就不难发现,真正的问题不是电子竞技进高校合理与否,而是电子竞技应该成为怎样的专业。如专家所指出,虽然目前中国的电子竞技市场比较庞大,但电子竞技不同于传统体育项目,游戏数量有限,对人才的需求量并不如想象中那么大。正因为如此,高校开设电子竞技专业,应该从实际出发,不应盲目一窝蜂地开设专业。最好是暂时先试点,根据社会反馈再进行适度调整。

我以为,电子竞技应该成为高校的“试点型”专业,同时也应成为高校的“有门槛”专业电子竞技行业对“天赋”的要求很高,从业者需要有独立思考能力、团队合作精神以及敏捷迅速的反应能力。和其他普通专业不一样,不是所有的学生都适合电子竞技专业的培养。因此,高校在具体学生的招收和培养上,也应该建立严格的筛选机制,让“最合适”的学生就读电子竞技专业。

电子竞技市场的蓬勃发展,必然需要更多专业人才来推动。由电子竞技名称就联想到该专业的不合时宜,其实大可不必。不过,高校专业增删,兹事体大,不能看到市场前景就不顾其余。设置电子竞技专业,的确是需要谨慎对待的事情。但愿各高校能够意识到此,否则,电子竞技专业难免会像网络游戏一样“被玩坏”。





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