(Department of Physical education,South China Agricultural University,Guangzhou 510642,China) Abstract: Starting with the introduction of electronic sports heat, the author summarized the course of development of e-sports education from lagging behind the e-sports industry to having rapid development, in terms of junior college scale expansion, university exploratory moving forward, and the initiation of e-sports education research. Next, the au-thor derived 3 inspirations from two representative negative voices: 1) how to utilize e-sports’ positive functions to im-plement e-sports education; 2) the scale of the e-sports market is related to the scale of e-sports education; 3) the aca-demic education of the active professional players and the future development of the retired professional players are also issues that should be considered for e-sports education. And then, the author pointed out that e-sports education’s role orientation for cultivating e-sports professionals is correct, yet its current role playing is hazy, and the e-sports market’s need for the number of professionals is hazy too. E-sports education is a new major encountered by traditional higher education, while such a new major will inevitably encounter a series of talent cultivation old problems, such as teacher, textbook and curriculum system etc; and taking teacher and textbook for examples, the author explained that these problems, which are in a hazy state, need to be explored, verified and answered through practice. Key words: e-sports;video game;e-sports education;cool thinking
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