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What are the basic qualities of animation professional employment prospects?
Employment difficulty is not a whole phenomenon.

Judging from the history of animation specialty in China, it was first offered in some art colleges. Since 2000, the state has issued a series of preferential policies to encourage the development of local animation industry. In 2006, the animation industry was strongly supported by the state, showing a blowout growth. Faced with such a market prospect, many colleges and universities have set up animation majors. According to the statistics of Sunshine College Entrance Examination Information Platform of the Ministry of Education, so far, the number of undergraduate colleges offering animation major is close to 350. There are more than1* *1100 undergraduate colleges in China, that is to say, more than one third of undergraduate colleges offer this major.

Although there are many colleges and universities, the uneven quality of students trained in different colleges and universities, the mismatch between talent training and market demand, the surplus of basic talents, the shortage of high-end talents, and the single skill of students can not meet the needs of enterprises have all caused the situation that animation graduates in some areas are difficult.

Comparing the national 3 1 provincial undergraduate low employment rate list, it can be clearly seen that there are significant differences in low employment rates among provinces. For example, in Beijing and Tianjin in North China, the list of undergraduate majors with low employment rate in the past two years is completely different. Beijing has musicology, sociology, law and other majors 10, while Tianjin has eight majors, including pharmaceutical preparations, composition and composition technology theory, history, acupuncture and massage, and the employment rate is low. The two regions are so close that there is not even a major with low employment rate.

It can be seen that the local part does not represent the overall situation, and the low employment rate of a certain major in a certain province does not mean that its employment rate in all regions is not good. For example, among 3 1 provinces, only Anhui, Jilin, Jiangxi, Hubei and Yunnan have listed it as a major with low employment rate, and its ranking rate in all provinces is even lower than that of English majors. Judging from the current animation industry market, creative and cultural industries-intensive provinces and cities like Beijing and Shanghai are far from saturated with talents. The key question is whether the enterprise can recruit skilled professionals.

What kind of talents does the market lack?

It is reported that Beijing has formed six animation and game industry clusters, and its survey report points out that there are three types of talents in Beijing animation and game industry. First, there is a lack of high-end original talents. Most managers of animation enterprises think that only 22% of creative talents in enterprises can be regarded as innovative talents, while most talents (78%) belong to copying or imitating type. This talent structure leads to less original products and insufficient core competitiveness of enterprises. Second, there is a lack of management talents. Compared with traditional enterprises, animation and game enterprises have scattered individual labor, simple cooperative collective labor and concentrated social labor. Creative talents work independently, and the creative work process is difficult to supervise. These work characteristics have brought challenges to traditional management concepts and methods. Third, there is a lack of management talents. Practice has proved that creative talents are often lacking in market management talents. The market welcomes business talents who "industrialize" and "market-oriented" their ideas.

Future employment outlet

According to "20 14 China and World Animation Industry Research Report", the output value of animation industry in China in 20 13 exceeded 90 billion yuan, up about 2 1.0% year-on-year, and the development degree of each link in the industrial chain was different. In terms of the production and broadcasting market, the output of cartoons has decreased for three consecutive years (20 1 1-20 13), but the market of animated films and animated derivatives has increased by 13.34% and 20% year-on-year. Some emerging industries related to traditional animation, such as internet and mobile games, have opened up new development space for the animation industry and promoted the continuous improvement and extension of the animation industry chain. Chen Lei, president of Marriott Cartoon, said that in the eyes of most people, animation is just a general term for animation and comics in the traditional sense. However, animation in a broad sense should be a cross-industry, cross-platform and cross-media application of animation technology. As long as we open our minds, animation technology can be widely used in all walks of life. For example, an exhibition like the World Expo can use animation technology to realize the image display of virtual reality; In film and television, animation technology can be used to create special effects; In medical treatment, animation technology can be used to make virtual lesions, which can be used to publicize medical and health knowledge. In Chen Lei's view, the concept of "big animation" brings great opportunities. Animation is not a lack of market, but needs full marketization. Under the general trend of cross-integration in the cultural field, industry boundaries are constantly being broken, and the cultural industry market is also broader.

At present, students majoring in animation are mainly engaged in animation companies, games, movies, television, advertising production, film and television packaging and other industries. Under the trend of cross-cultural integration in the future, animation graduates are bound to get more extensive development in other fields. For example, in education, architecture, design, aerospace, medicine and other industries engaged in animation virtual demonstration, special effects production and other work.