E-SPORTS AND NEW DIGITAL OCCUPATIONS
Dmitry Smith, President, Russian eSports Federation (ReSF Russia)
According to analysts' forecasts, in 2020, the global e-sports economy will generate about $950 million in revenue, and its total audience will be about 450 million people. In Russia, the numbers are much smaller: the Russian e-sports market reached $28.6 million in 2019, and its average annual growth rate, according to PwC's forecast, will reach 14.9% by the end of 2024, making this segment the fastest growing in the entire video game industry. However, according to various estimates, there are already from 30 to 50 million active computer and mobile game players in Russia, and Russian is one of the three most popular languages on the Steam platform with a share of 11%, second only to English and Chinese.
Research data show that computer games not only help users quickly adapt to the educational process, but also develop the soft skills necessary for an active life in a digital environment.
To achieve fast growth, high sporting results and prizes, e-sports need not only talented players, but also other specialists: coaches, analysts, psychologists, managers, marketers, event managers, etc.
Issues for discussion:
• Do video games help or hinder learning?
• How does a gaming hobby influence one’s career preferences, especially the choice of technical specialties? How does it relate to learning motivation?
• How is gaming related to intellectual development and how does it affect young people’s mental abilities?
• What can be derived from personal experience of working with young gamers? What skills and abilities do children and young people develop? What is being done about the stereotypes in the parental and teaching communities? Are any intergenerational relations being established?
• What are the new occupations based on games and the cyber industry? Where and how are such specialists trained?