In 2018,the revenue of China’s digital entertainment vocational training industry is expected to reach 11.62 billion Yuan, rising 33.3% compared with the previous year. The industry developed fast during 2013-2017 and the compounded annual growth rate attained 17.5%. In the future, the revenue is expected to keep a steady growth and reach 17.22 billion Yuan in 2021.
There are two main growth stages for digital entertainment vocational training industry in China. One stage is the period during from 2011 to 2017. The booming of mobile Internet after 2011 heated UI training market. Thus, training centers could easily attract students to the training courses, and students were believed to have a great future career after graduation. The other stage is 2018. In this year, entertainment is widely combined with new technologies, and the whole industry has a large demand for digital entertainment professionals, such as professionals in VR/AR games and professionals in post-production of video programs when IP series are popular. Given the tight job market, people who would like to participate in related courses and trainings increase. Meanwhile, as the market has higher and higher requirement for practitioners in this industry, training centers started to offer more systematic and in-depth courses and merge new technologies into the teaching process. Companies increased their investment in training and research as well, which may also lead to a higher unit price for related training.
Generally speaking, only a limited number of institutions in China offer trainings targeted to digital entertainment industry. There is no clear market segmentation right now, and the cross-business competition is fierce. Some training centers focusing on digital entertainment have run for more than 10 years, and a series of experienced institutions for digital entertainment vocational training (such as Gamfe, HXSD and CGPower) take shape. Their courses have larger coverage, and their service processes are increasingly improved as well, which offers valuable experience for other market participants in China’s digital entertainment vocational training industry. The emerging technologies and increased investments attracted entrepreneurs into some market segments, such as VR and e-sports. However, the segments in the market have a lot of commonalities and they are not mature. Thus, it is too early to start a company deep ploughing one specific vertical segment of the market.
At present, for the market is shortage of digital entertainment professionals, some companies who used to focus on programming extend their business chain in order to obtain a share in digital entertainment vocational training industry.