The upsurge of electronic sports (eSports) continues to explode around the world. The Asian Games held in Jakarta in 2018 held the first e-sports demonstration competition. In 2022, the Asian Games in Hangzhou, China will also include e-sports as an official competition event. The number of activities and participation is increasing day by day. At present, more than 40 countries have listed e-sports as an official sport, among which South Korea and mainland China regard e-sports as a part of industrial development. In addition to linking the rapid growth of the information and hardware industry, the e-sports industry can also inject vitality into the software industry. Taking South Korea as an example, the game industry’s revenue in 2015 has reached NT$296 billion. The key strategy lies in 2011, the “Electronic Sports Promotion Law” was passed, with the development of e-sports as the primary means to develop the video game industry. The business opportunities driven by e-sports and the development of innovative technologies are about to enter an explosive growth stage, and the prospects are promising.
The upsurge of electronic sports (eSports) continues to explode around the world. The Asian Games held in Jakarta in 2018 held the first e-sports demonstration competition. In 2022, the Asian Games in Hangzhou, China will also include e-sports as an official competition event. The number of activities and participation is increasing day by day. At present, more than 40 countries have listed e-sports as an official sport, among which South Korea and mainland China regard e-sports as a part of industrial development. In addition to linking the rapid growth of the information and hardware industry, the e-sports industry can also inject vitality into the software industry. Taking South Korea as an example, the game industry’s revenue in 2015 has reached NT$296 billion. The key strategy lies in 2011, the “Electronic Sports Promotion Law” was passed, with the development of e-sports as the primary means to develop the video game industry. The business opportunities driven by e-sports and the development of innovative technologies are about to enter an explosive growth stage, and the prospects are promising.
The boundaries between e-sports, live broadcast, and influencer marketing have become increasingly blurred. The global pandemic of the new crown epidemic has accelerated the demand for live broadcasts of events. Live broadcast can be subdivided into “self-media”, “e-commerce”, and “online platform”. The three major types of live broadcasts have brought a surge in viewing rates to major platforms. In the e-sports industry ecosystem mentioned in the “2021 Global E-sports and Game Live Broadcasting Market Report” released by Newzoo (2021), each event’s revenue and added value form a considerable diversity. Based on this, the school will set up a new bachelor’s degree program “E-sports Industry Management” in 2017, recruiting students from higher vocational design, business management, and capital and electricity-related disciplines, aiming at the cross-disciplinary integration of four professional fields in the e-sports industry. The network hardware platform, game content production, event content production, digital marketing, and communication, supply complete technical talents in the industry.
The Department of E-Sports and Entertainment Science takes “e-sports” and “computer entertainment science” as the development goals of the department, 20% of which trains e-sports players and competition teams, and 80% is the talent cultivation of the e-sports industry ecological chain. “Storm E-sports Entertainment” provides students with the opportunity to practice practical training. The core compulsory courses are “E-Sports Practice” from first-year student to junior year, which is divided into “Elementary, Intermediate and Advanced”, which are the core training courses for e-sports players. The courses that are compulsory also include the operation of e-sports events, international organizations and competition observation, the development of referees and coaches, with the linkage of the development of e-sports organizations.
The elective courses are divided into three categories: “Game Industry Design and Game Test Analysis”, “Information Management and Multimedia Application”, “Event Curation and Media Marketing Planning”. In the last semester, students will be arranged for an internship in the industry for at least half a year through the “Industry Practical Internship” course.
The Department of E-Sports and Entertainment Science takes “e-sports” and “computer entertainment science” as the development goals of the department, 20% of which trains e-sports players and competition teams, and 80% is the talent cultivation of the e-sports industry ecological chain. “Storm E-sports Entertainment” provides students with the opportunity to practice practical training. The core compulsory courses are “E-Sports Practice” from first-year student to junior year, which is divided into “Elementary, Intermediate and Advanced”, which are the core training courses for e-sports players. The courses that are compulsory also include the operation of e-sports events, international organizations and competition observation, the development of referees and coaches, with the linkage of the development of e-sports organizations.
The elective courses are divided into three categories: “Game Industry Design and Game Test Analysis”, “Information Management and Multimedia Application”, “Event Curation and Media Marketing Planning”. In the last semester, students will be arranged for an internship in the industry for at least half a year through the “Industry Practical Internship” course.
- Theme classrooms:
Future Science and Technology Experience Hall, Main Broadcaster Training Hall, Audiovisual Post-production Engineering Hall, Motion Capture Hall, Maker Exhibition and Performance Experience Hall, Puppet Animation Hall, AR/VR Somatosensory Interactive Hall, E-sports Player Training Room, E-sports hall, design computing center.
- Studios and professional classrooms:
4 computer classrooms, 1 professional computer classroom for e-sports, 6 groups of recording classrooms, 6 groups of digital studios, 1 maker laboratory, 1 hand-painting classroom, 4 player training centers, 1 e-sports competition broadcast room.
After Graduation
(1) Employment or entrepreneurship: It is expected to cultivate anchors, game critics, coaches, e-sports players, live broadcasters, directors, program producers, software design engineers, video game programmers, domestic business, and other customer services (such as online customer service, sales points, etc.), e-sports relevant product R&D personnel, as well as related talents in animation, game, film and television, digital learning, and other design industries.
(2) Further studies: Our school’s Institute of Applied Design has set up the “Visual and Media Design Professional Field”. In addition, there are universities at home and abroad that have set up related research institutes, and there are countless opportunities for further studies.