Along with the 2022 Hangzhou Asian Games, the popularity of gaming and e-sports has been taking over the industry. Korea, the leading nation of e-sports and the home of popular e-sports such as League of Legends (LoL) and PlayerUnknown’s Battlegrounds (PUBG), is at the forefront of this revolution. So where did the Hangzhou Craze of e-sports begin, and what is the relevance of comprehending the e-sports boom?

After being formally recognized as a “sport” at the Hangzhou Asian Games, the field of e-sports is now watched by sizable crowds and is receiving major sponsorships more than ever. At the epicenter of the digital revolution, South Korea is renowned for its technological innovation, spearheading the e-sports industry and drawing millennials and Generation Z (MZ) from across the globe to the allure of e-sports. As reported by Kookje Daily News, the incredible result Korea achieved at the Hangzhou Asian Games may not be as shocking, given the popularity of the Battle of Gwanganri, the e-sports competition finals held in Gwanganri, Busan from 2004 to 2010. However, to maintain its success in e-sports, Korea would need to be prepared to maintain its position at the top of the increasingly fierce international competition.

LoL Players Took Home a Gold Medal From the Hangzhou Asian Games. Provided by Yonhap News.
LoL Players Took Home a Gold Medal From the Hangzhou Asian Games. Provided by Yonhap News.

From Bans to Recognition

With the successes of PC cafés and the lifting of gaming bans for people under the age of 16, the gaming industry was able to flourish significantly, and professional e-sports were successfully established. E-sports have gotten increasingly popular in the Hangzhou Asian Games, with 19 Korean players participating in four different subcategories. These not only demonstrated an intriguing shift in the recognition of e-sports as an official sport but also reaffirmed Korea’s well-established position as the pioneer by winning medals in each of the four sports they competed in.

In South Korea, e-sports have become a real profession and have significant economic worth. Two major Korean e-sports organizations, Gen.G and T1, made it to Forbes’s list of top ten e-sports corporations in 2021. However, Inven Webzine shared their interview with John Needham, the president of Riot Games, that the biggest ball and chain of e-sports business models is the payments for broadcasting licenses. He claims that to optimize its financial values, e-sports agencies should be involved in expanding e-sports marketing and transforming broadcasting platforms into advanced commerce platforms. Also, in consideration that e-sports players are often referred to as celebrities, exclusive fan packages containing game tickets or actual merchandise should be sold globally. “By generating extra revenue from merchandise and advertising,” Needham said, “the economic value of e-sports can be skyrocketed.”

Professor Jeong Yeon Chul. Provided by Professor Jeong Yeon Chul.
Professor Jeong Yeon Chul. Provided by Professor Jeong Yeon Chul.

Controversies and Questions

Despite e-sports’ global rise, Professor Jeong Yeon Chul (eSports Industry, Honam University) asserted that Korea should not rest on its laurels and there are tasks that still need to be resolved. Most essentially, the question of whether or not e-sports qualify as “sports” and should therefore have the same status as other conventional sporting events has given rise to debates. The International Olympic Committee (IOC) stated that e-sports lacks the “Olympic spirit,” which is why they have opted not to include them in the 2024 Paris Olympics. However, this does not mean it is completely ruled out for all future Olympics. Professor Jeong claims that it is inappropriate to use the umbrella term “sports” in the struggle for justice. “The question should not be about whether e-sports should be selected as an official sport for the Olympics. It should rather be about the IOC understanding the demands of the young sports fans with open minds and expanding them to suit the purpose of a worldwide festival with the global community,” he emphasized.

When the Korean military's conscription system conscription system was brought up for discussion, the disputes became even more heated. In 1973, Korea implemented a policy that those who compete internationally and boost national prestige are exempt from the conscription system. However, as Korea stepped up as a sports powerhouse, voices have arisen on the necessity for this exemption system to be clarified. In this context, the debates surrounding the exemptions granted to e-sports players have also surfaced, igniting a never-ending social debate. “We are not at the right time to discuss the exemption system on e-sports players yet,” Professor Jeong declared. “Instead, we need a broad reform and a societal agreement on the system itself.”

What the Future Holds

Despite Korean e-sports players’ exceptional gaming skills and their fame in society, Professor Jeong is concerned that there are still tasks for the nation to resolve for e-sports to grow into an industrial field, and he suggests two solutions for further development. Firstly, e-sports leagues must be diversified. The e-sports staff should broaden their views beyond nurturing just pro-gamers, but also amateurs, the elderly, and other demographics. Consider the Swedish e-sports team “Silver Sniper” made up of elderly people in their 60s to 80s. Although their gaming prowess may not be the best, they are fostering a relationship between the elders and the MZ generations and are receiving international notice.

But not every avid player can be classified as a pro-gamer. Professor Jeong proclaimed that “Being a progamer is harder than getting into the top prestigious university in Korea,” and continues by saying that kids who want to become professional gamers often give up on their schooling because e-sports academies are primarily located in metropolitan areas. Therefore, the government must create a variety of legislation to enable students to realize their goals and stop them from quitting school to dedicate their lives to gaming.

Pro-gamer Lee Sang Hyuk (Faker). Provided by Mimint News.
Pro-gamer Lee Sang Hyuk (Faker). Provided by Mimint News.

Undoubtedly, e-sports have gained more exposure and acceptance; nonetheless, Koreans still need to work toward becoming globally competitive by sorting out the mess on delicate subjects. The duties range from “discovering and developing talented players” and maintaining a competitive edge in the global arena, to understanding where e-sports stands in the Olympics and resolving delicate issues in Korea such as exemption from the national conscription system. With these resolved, e-sports may grow into a sport where people of all ages, genders, and disabilities can serve as a meaningful culture to connect and compete.

 

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