In South Korea, video games are considered to be a major social activity, with most of the games being cooperative or competitive. Locally developed role-playing, first-person shooter, MMORPG and mobile games have proven to be very popular in the country. Professional competition surrounding video games (especially those involving real-time strategy games) also enjoy a substantial following in South Korea—major tournaments are often broadcast on television and have large prizes available.
South Korea has developed a strong economy in Asia through the development of creative industries (i.e. Online Game).[1]New York Times culture writer Seth Schiesel has commented "When it comes to gaming, Korea is the developed market... When you look at gaming around the world, Korea is the leader in many ways..."[2] Statistic provided by Korea Creative Content Agency shows that the industry has gained an average growth of 14.9% in sales since 2008.[3] This statistic may reflects an increasing interest in online gaming, especially the youth. Although it is difficult to mark an exact period that is responsible for increasing trend in online gaming; however, it is quite clear that gaming has become much more than activity for leisure.
South Korea has been known for their pre-eminent infrastructure in video gaming, and their dominance in eSports scenes. Many of the best video game players and coaches in the world were trained or originated from South Korea, and the country's pro leagues and tournaments across numerous video games are often acclaimed by many to be the "most prestigious and competitive".[4][5]
^Flew, Terry (2012). The Creative Industries Culture and Policy. SAGE.
^Schiesel, S (October 8, 2006). "The Land of the Video Geek". The New York Times. Archived from the original on September 14, 2019. Retrieved February 21, 2020.
^"Statistics / Trends<Korea Content Industry< KOCCA Korean Website". eng.kocca.kr. Archived from the original on April 17, 2015. Retrieved August 5, 2015.
^"South Korea affirms esports dominance at BlizzCon". ESPN.com. Archived from the original on May 13, 2017. Retrieved May 21, 2017.
^Mozur, Paul (October 19, 2014). "For South Korea, E-Sports Is National Pastime". The New York Times. Archived from the original on December 23, 2016. Retrieved March 3, 2017.
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