According to domestic media reports, the Guangzhou Academy of Social Sciences released a research report on the 20th that it is expected that by the end of this year, the number of E-sports users in mainland China alone will reach 520 million yuan, and the e-sports market revenue will reach about 140 billion yuan. According to Li mingchong, executive director of Guangzhou Cultural Industry Research Center, Guangzhou Academy of Social Sciences, the e-sports industry is in an explosive period in the mainland. By 2022, the number of E-sports users in mainland China will increase to 550 million, and the e-sports market revenue will exceed 160 billion yuan. < / P > < p > research shows that the e-sports industry can drive more than 200 billion yuan in revenue of Guangzhou’s key commerce and trade industries. The e-sports industry can not only directly promote the development of cultural industry, but also be a new economic field for gathering young people, which has a significant role in version upgrading and overtaking on curves for future urban development. Before that, “China’s game industry report from January to June 2020” pointed out that in the first half of this year, China’s e-sports industry developed rapidly, and the e-sports game marketing revenue reached 71.936 billion yuan, up 54.69% year-on-year. E-sports users also continued to grow, reaching 484 million, a year-on-year increase of 9.94%. < p > < p > E-sports is a kind of sports, which has uniform competition rules, fair competition, antagonism, and pays attention to thinking ability and team spirit. Professional players take the game as their profession, and the elimination rate is very high. They need to undergo high-intensity professional training, follow the strict management system, and need to practice the same game for a long time. Moreover, if they want to make achievements in the field of e-sports, they also need many abilities such as talent and mentality.