News on July 27th,#Tencent said that the future gap of e -sports talents was 2 million#rushing to Weibo hot search.
It is reported that Hou Miao, vice president of Tencent Games and general manager of Tencent E -sports, said in an interview that according to the current development speed of the e -sports industry, the talent gap in the next three or four years will reach 2 million or more. The e -sports talents here refer to the entire industry talents in the entire e -sports industry, including derivative development and design.
Tencent E -sports, Penguin Tune, and the Asian Electronic Sports Federation recently released the "2022 Asian E -sports Sports Industry Development Report" showed that in 2022, global e -sports audiences will increase to 532 million. It will reach US $ 1.384 billion, and by 2025, this number will exceed $ 1.8 billion. Sponsorship revenue is the basis for the e -contest market. In 2022, it will have a revenue of $ 837 million from sponsorship, accounting for 60%of the entire e -competition revenue.
The report shows that the Chinese market has contributed one -third of the global e -sports events. Factors such as industrial maturity and competition achievements have jointly promoted the continuous expansion of Chinese e -sports users. In 2022, the size of Chinese e -sports users is expected to reach 450 million. The fourth -tier cities and below became the home of the growth of Chinese e -sports users. In 2022, the proportion of e -sports users in the fourth -tier and below cities reached 36%, exceeding the second -tier cities for the first time.
According to reports, since 2020, the new crown epidemic has suppressed the growth of some e -sports commercial markets, but it has also stimulated the development of the home economy and has attracted new e -sports audiences. E -sports is becoming a new social style of "small town youth" entertainment. (Liu Zhen)