Home Cultural Studies 8 South Korea’s Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour
Chapter
Licensed
Unlicensed Requires Authentication

8 South Korea’s Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour

  • Peichi Chung
View more publications by Bristol University Press

Abstract

This chapter studies the formation of the esports gaming network in Northeast Asia by examining the case of South Korea in order to explore the role that its government plays in developing regional esports gaming culture. Since the 2000s, South Korea’s game industry has sparked a new wave of content circulation for transnational games developing in East Asia. Thanks to the advancement of networked technology, South Korea also now leads in setting global trends in esports professionalisation (Taylor, 2012). A view of early esports history shows that in the late 1990s, the popular household game Starcraft kickstarted the country’s gaming revolution. Indeed, many amateur Starcraft players made the leap into professional gaming to become full-time pro players. In 2000, the South Korean government established its flagship esports office, the Korean Esports Association (KESPA). The next year, 131 professional players registered to become members of online game teams (Jin, 2010). In addition to policy factors, ‘corporate incentives also led to the popularity of esports in South Korea’ (Taylor, 2012: 25). Since 2000, Samsung Electronic has internationalised esports by hosting annual worldwide ‘Olympics’ like tournaments, called the World of Cyber Games (WCG). Other technology conglomerates such as SK Telecom, Korean Telecom, Wemade and Jin Air nurtured the domestic esports industry by sponsoring teams in professional leagues. By the 2010s, attending events in esports arenas were becoming a part of an esports fan lifestyle in cities like Seoul. Finally, by 2014, the New York Times went so far as to describe esports as the national pastime of South Koreans (Mozur, 2014).

Abstract

This chapter studies the formation of the esports gaming network in Northeast Asia by examining the case of South Korea in order to explore the role that its government plays in developing regional esports gaming culture. Since the 2000s, South Korea’s game industry has sparked a new wave of content circulation for transnational games developing in East Asia. Thanks to the advancement of networked technology, South Korea also now leads in setting global trends in esports professionalisation (Taylor, 2012). A view of early esports history shows that in the late 1990s, the popular household game Starcraft kickstarted the country’s gaming revolution. Indeed, many amateur Starcraft players made the leap into professional gaming to become full-time pro players. In 2000, the South Korean government established its flagship esports office, the Korean Esports Association (KESPA). The next year, 131 professional players registered to become members of online game teams (Jin, 2010). In addition to policy factors, ‘corporate incentives also led to the popularity of esports in South Korea’ (Taylor, 2012: 25). Since 2000, Samsung Electronic has internationalised esports by hosting annual worldwide ‘Olympics’ like tournaments, called the World of Cyber Games (WCG). Other technology conglomerates such as SK Telecom, Korean Telecom, Wemade and Jin Air nurtured the domestic esports industry by sponsoring teams in professional leagues. By the 2010s, attending events in esports arenas were becoming a part of an esports fan lifestyle in cities like Seoul. Finally, by 2014, the New York Times went so far as to describe esports as the national pastime of South Koreans (Mozur, 2014).

Downloaded on 4.11.2025 from https://www.degruyterbrill.com/document/doi/10.56687/9781529213386-016/html?lang=en
Scroll to top button