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E-Sport in South Korea
Transcript of E-Sport in South Korea
How can we tell which games are popular?
Number of Korean progamers
Sources: Riot Games, PCGamesN, GosuGamers
League of Legends Season 3
Starcraft 2 Intel Extereme
However, you have to remember that Starcraft is bigger business than it's view count suggests
Money can also be made by other means than winning prize pools
All the statistics are pulled from esportsearnings.com
History of games in South Korea
Pong machine Computer TV
3 units installed in the Midopa Departement store (Lotte Young Plaza, today)
"It is called TV game, and from the outside it just looks like a TV set."
Maeil Gyeongjae (Daily Economy)
RTSs with most tournaments and biggest prize pools
(approximate, not to scale)
In total 8 games with known prize pools, shown here are the biggest ones
End of 1970's
(Electronic Entertainment Rooms)
Quickly spread around the country with 1000 rooms with machine imported from countries like Japan or the US.
fierce opposition by conservative parents and media in a still somewhat Confucian society.
"No doubt the major cause for a rising youth criminality."
45 arcades establishments were government-approved.
many hundreds were opened illegally
(hidden away in the back of counterfeit bookstores).
Installation of computer study rooms in schools throughout the country.
Companies like Samsung offered the hardware to advance the raising of a computer-savvy generation.
First school : Dongduk Women's University.
The turning point
FPSs with most tournaments and biggest prize pools
(approximate, not in scale)
35 games with known prize pools 6 biggest ones shown here.
Very smooth curve
Steadily growing community of game developers (computers or Japanese consoles).
Korean companies manufactured Japanese consoles such as SEGA (Samsung), Nintendo (Hyundai), NEC (Daewoo).
80s and 90s
Game consoles in South Korea
Reckless crackdown from the police by closing down arcades and conficating the machines.
(fake consoles) and copied games.
Intro to MMO
South Korea's RPG industry began with translations of RPGs imported from Japan and the United States.
First fully translated Japanese RPG in Korea was
for the Sega Master System.
Commercial online gaming became very popular in South Korea from the.
Nexus, The Kingdom of the Winds
(1996) and gained over one million subscribers. It was one of the earliest massively multiplayer online role-playing games.
(1998), enjoyed even greater success gaining millions of subscribers in Korea and Taiwan.
Nexus, The Kingdom of the Winds
The revolution: Starcraft
Starcraft, a real-time strategy game developed by Blizzard Entertainment, became really popular among Korean youths
4.5 million copies (out of 9.5 worldwide) were sold in South Korea only.
The Starcraft hype gave birth to the
professional gaming leagues,
which in time developed into a gaming Olympics event called the
World Cyber Games
Seeing the massive hit of
's online mode, many Korean companies started to develop their own online games.
South Korea has an international reputation in the
online game sector
of the game market in Korea &
of the entire world market).
The game industry in Korea is today the
largest and fastest
growing of all it's cultural industries!
Pro-Gamers: Zenith of Gaming Tournament
Best players profiling
E- Sporting Tournaments
Korean domination of ranking
League of Legends World Championship
Star Craft 2 Gold Medal Match
Dota 2 Internationals
League of Legend world championship 2013
Starcraft 2 world championship 2013
Starcraft 2 actual best player in the world
Jang Min Chul
MOBA's with most tournaments and biggest prize pools
(aprroximate, not in scale)
5 games with known prize pools; 3 biggest shown here; 2 dominating games
That's all fun and stuff, but can we learn something?
Total prize money doesn't correlate with number of tournaments
Competition for number one spot as ESports in popularity (metered out by tournaments and revenue) is
high in FPSs
low in RTSs
and dominated by two in MOBAs
Total prize money for games varies wildly, with Starcraft 2, League of Legends and Dota2 in the lead
So who rules the prize pools for Starcraft2, Dota2 and League of Legends?
E-Sport in South Korea
E-Sport Tournament in South Korea
MC Jang, Min Chul $414,221.84
Mvp Jung, Jong Hyun $384,290.06
NesTea Lim, Jae Duk $268,894.80
Polt Choi, Sung Hoon $249,402.77
MMA Moon, Sung Won $225,549.24
Leenock Lee, Dong Nyung $213,270.15
DongRaeGu Park, Soo Ho $212,641.12
HerOSong Hyeon Deok $203,835.26
PartinGWon Lee Sak $199,718.77
Stephano Ilyes Satouri $232,202.31
Best earning SC2 tournament players
1. Dendi Danil Ishutin $405,857.79
2. Puppey Clement Ivanov $405,857.79
3. XBOCT Oleksandr Dashkevych $405,857.79
4. Loda Jonathan Berg $321,778.16
5. Akke Joakim Akterhall $316,546.89
6. s4 Gustav Magnusson $313,829.07
7. AdmiralBulldog Henrik Ahnberg $313,544.72
8. EGM Jerry Lundqvist $307,882.26
9. LighTofHeaveN Dmitriy Kupriyanov $266,482.60
10. Ferrari_430 Luo, Feichi $244,092.18
Best earning Dota2 tournament players
League of Legends
Best earning LoL tournament players
Faker Lee, Sang Hyeok $229,483.95
Impact Jung, Eon Yeong $223,232.74
Bengi Bae, Seong Ung $222,247.65
Piglet Chae, Gwang Jin $220,474.13
PoohManDu Lee, Jeong Hyeon $220,474.13
Lilballz Kuan Po Sung $204,373.61
Stanley Wang, June Tsan $204,373.61
Toyz Lau, Wai Kin $204,173.61
bebeisadog Cheng, Bo Wei $203,773.61
MiSTakE Chen, Hui Chung $203,396.17
Interpreting the statistics
Being a Korean and winning lots of prize money seems to have correlation
In teamgames the same teams seem to dominate
Starcraft: 181 pro players
League of Legends: 157 pro players
Koreans seem to prefer either Starcraft of League of Legends
So, it would seem that the Koreans prefer Starcraft with League of Legends as #2 spot
$419,982 from 72 tournaments
$139,994 per year
Counter strike best team in the world
$77,377 in 2013
Record of 57 win in a row!
League of legends best team in the world
$1,093,858 in 2013
Ninjas in Pyjamas
More than a game;
Concerts, performances, etc!
Not as fun as it's shown
Gamer's life: based on a interview of a Korean average pro-gamer
Up to 13H of training per day
Average day: wake up at 16:00
finish in the early morning
High competition system: only the best can survive
completely governed by their sponsors
Not officials workers: no minimum wage
Gamer's life: based on a interview of a Korean average pro-gamer part 2
pro gamer age between 15 - 25 years old
What after gaming?
Different kinds of e-sport sponsoring
E-sport business model
is a cash and/or in-kind fee paid to a property (typically in sports, arts, entertainment or causes) in return for access to the exploitable commercial potential associated with that property
Supporting tournaments with money or material
E-sport totally dependent of sponsoring
Companies advantages on e-sport:
speak to a generation who don't watch TV anymore
Tournaments and pro gamers search new business model
Web advertising on stream & websites
Direct funding by selling tickets of tournaments