In South Korea, Gaming Transcends the Realm of a Pastime
In the 1990s, South Korea embarked on a journey that would revolutionise the world of gaming and eSports. With a substantial investment in technology and internet infrastructure, the country laid the groundwork for its intense engagement with computer games and the emergence of eSports.
South Korea achieved nationwide internet coverage rapidly, completing its AMS cellular network by 1991 and sending its first internet message in 1990. This early adoption and expansion provided high-speed, reliable connectivity to a large population. The government and industry also heavily invested in digital infrastructure and data governance systems, establishing a robust ecosystem for digital services and entertainment.
The rise of PC bangs (internet cafes) was another significant factor. These establishments offered affordable access to high-speed internet and multiplayer games, fostering a competitive gaming culture. This environment promoted rapid growth in the video game industry, especially multiplayer and massively multiplayer online (MMO) games, which became popular in the 1990s and 2000s.
The infrastructure and cultural environment facilitated the rise of eSports, where organized professional gaming competitions developed, attracting large audiences and revenue. South Korea was among the first major regions to embrace eSports, eventually turning it into a professional industry with significant cultural and economic impact by the 2000s and beyond.
Thousands of people began attending championships for eSports in South Korea, with PC Rooms, or 'PC Bangs', serving as popular places for gaming and hosting smaller competitions and tournaments. The PUBG craze has swept over South Korea, with 40% of the player base in the country.
The partnership between the South Korean government and Blizzard, particularly around the game StarCraft, helped grow eSports. Prize pools for eSports tournaments can reach millions of dollars, with Dota 2's The International breaking eSports records with a total prize pool of 24,687,919.
Brands like Samsung, Red Bull, and Coca-Cola invest in eSports and sponsor teams, further cementing its place in the mainstream. South Korea is often referred to as the birthplace of eSports, with almost half of its population playing games, and 43% of gamers in South Korea being women.
However, the obsession with gaming in South Korea has also led to concerns. One in ten Korean teenagers is considered addicted to gaming, with some cases leading to death. The government has set a limit of two hours a day for gaming, and anyone playing for more than this could be considered addicted.
Despite these challenges, the impact of South Korea's investment in technology and internet infrastructure on the global eSports industry is undeniable. Broadcasting of gaming tournaments on television made gaming more mainstream in South Korea, and eSports teams receive housing, water, electricity, coaches, trainers, food, and gaming hardware from sponsors, living together in team houses and training for 12 hours a day.
In summary, South Korea's 1990s investments in advanced telecommunications infrastructure and internet accessibility created the technological foundation and social environment that triggered a national obsession with computer gaming and catalyzed the global rise of eSports originating from the country.
- The partnership between the South Korean government and Blizzard, particularly around the game StarCraft, propels eSports growth in South Korea, leading to prize pools that can reach millions of dollars for tournaments.
- Brands like Samsung, Red Bull, and Coca-Cola invest in eSports, sponsoring teams, and eSports in South Korea becomes a significant part of mainstream entertainment.
- With the rise of eSports, thousands of people begin attending championships in South Korea, with PC Rooms, or 'PC Bangs,' serving as popular places for gaming and hosting smaller competitions and tournaments.
- South Korea is increasingly known for its strong involvement in education-and-self-development, technology, entertainment, general-news, lifestyle, sports, and casino industry, but concern arises due to the growing obsession with gaming and the potential for addiction among teenagers.