Raising their game
South Korea's young e-sports hopefuls working overtime as they chase dreams of turning pro

South Korean teenager Yoon Ki-chan gets just three hours of sleep a day but spends more than three times that playing online games-with the blessing of his parents and teachers-as he dreams of becoming a top pro League of Legends player.
Yoon and his peers are the next generation of gamers in South Korea, a fast-growing e-sports powerhouse whose players have won Riot Games' League of Legends World Championship six times since the most-watched e-sports event began in 2011.
They will also benefit from the country's announcement in August that it would abolish a decade-old law which bans those below the age of 16 from playing online games on computers from midnight to 6 am, over a growing consensus that youths are increasingly using their mobile phones instead.
"I suffered a lot from the shutdown law. I typically don't sleep a lot, so I studied different things during the shutdown hours. If it weren't for the law, I could have been a better player by now," said Yoon, who says he can game at least four hours more now since turning 16 this year.
South Korea's move is in contrast to that of China, the world's biggest e-sports market, which in August limited the amount of time under-18s can play video games.
E-sports will also feature as a medal sport for the first time at the Asian Games in Hangzhou next year.
Seoul Game Academy in the South Korean capital offers programs to nurture professional gamers. Park Se-woon is vice-president of the academy and is hugely optimistic about his nation's chances at next year's Games in China.
He added that the private academy has seen a 30-fold jump in daily consultations since it started this program in 2016.
Government apathy
Despite the growing international status and interest among prospective professional players, ROK government support for the e-sports industry, estimated in 2020 to be worth around 17.9 trillion won ($15.2 billion), has been lackluster, experts say.
E-sports and the gaming sector received 67.1 billion won of the 604.4-trillion-won national budget for next year.
But the country's Ministry of Culture, Sports and Tourism wants to do more, especially ahead of organized competitions such as the Asian Games, an official said without giving details.
In the meantime, the space has been filled with investments from big businesses and private educational institutes.
Instant-noodle maker Nongshim Co Ltd launched its professional League of Legends gaming team, Nongshim RedForce, late last year, joining other South Korean conglomerates that have seen potential in the industry.
Among them are SK Group's SK Telecom Co Ltd, Hyundai Motor Co affiliate Kia Corp, Hanwha Group's Hanwha Life Insurance and KT Corp.
"The e-sports industry continued growing, but the state-led support measures have been weak, with corporate sponsorships and private academies mainly having driven the industry," said Oh Ji-hwan, CEO of Nongshim E-Sports.
Oh said businesses consider the e-sports scene as a platform to reach younger generations and improve their brand image.
SK Telecom-backed team T1, on which 'Faker', the most famous League of Legends gamer of all time, plays, opened its e-sports academy last month. The 20-week program costs 5.6 million won, but applications are flooding in, it said.
As yet, there is only one school in South Korea with e-sports on its academic curriculum aimed at fostering professional gamers. Teenager Yoon makes a two-hour round trip to Eunpyeong Meditech High School every day to bolster his chances of becoming a pro gamer.
Nongshim's Oh says support for gaming talent from both the government and the private sector is paramount as South Korea's market will never be as big as that of the United States or China.
"Focusing on talent is the key," he said. "The buildup of talent development know-how should be our strength."
Reuters


