A New Era: South Korea's Rise as a Gaming Superpower
Imagine a young Son Si-woo, his gaming aspirations momentarily halted by a concerned mother. She feared his passion for gaming was an addiction, a concern shared by many in South Korea a decade ago. But Son's determination paid off; he won an amateur tournament, and with that, he won over his parents' support. Today, Son, or Lehends as he's known professionally, is a champion in League of Legends, a game that has transformed his life and the perception of gaming in South Korea.
The Shift in Perspective
In a remarkable turnaround, South Korea's President Lee Jae Myung recently declared that "games are not addictive substances." This statement marks a significant departure from the past, when in 2013, there was a strong push to classify gaming as a major social addiction, on par with drugs, gambling, and alcohol. Since then, the gaming industry has experienced explosive growth. Between 2019 and 2023, the domestic gaming market expanded by an impressive 47%, reaching a value of £11.7 billion. Industry exports also soared, increasing by 41% to £5.6 billion. Gaming has become a cultural powerhouse, outshining even K-pop in terms of export value.
The Rise of Esports
Esports, the organized competitive gaming scene, has played a pivotal role in this success. In 2023, the esports sector was valued at £128 million, a small but influential part of the gaming industry. Esports acts as a showcase and marketing powerhouse, shaping how games are promoted, sponsored, and consumed. South Korea now ranks fourth globally in gaming market share, a remarkable achievement.
From Curfews to Cultural Keystone
The transformation is striking. A country that once enforced midnight curfews for teenagers is now embracing gaming as legitimate work and a strategic industry. This shift can be traced back to the late 1990s when South Korea, emerging from the Asian financial crisis, invested heavily in broadband infrastructure. Internet cafes, or PC bangs, became popular social spaces, and today, around 7,800 operate nationwide.
By the late 2000s, professional StarCraft matches were filling stadiums, and major corporations like Samsung, SK Telecom, and KT began sponsoring teams. Today, esports programs exist in a dozen schools and universities, and many more institutions offer gaming-related degrees. Major tournaments are now broadcast on terrestrial television, with fans treating players like pop stars.
The Academy's Role
At the Nongshim Esports academy in Seoul, the atmosphere is intense. Teenagers and young adults train tirelessly, guided by coaches who offer quiet instructions. This is where dreams are built, but for a select few. The academy boasts rows of trophies and awards, and even a dormitory for professional players. Twenty-two-year-old Roh Hyun-jun, on leave from his mechanical engineering degree, trains here with the hope of becoming a professional League of Legends player. He describes the sense of unity in team games, a feeling of collective victory.
The academy, which charges about £253 for 20 hours of training a month, has a conversion rate of about 1-2% for trainees becoming professional players or securing esports jobs. Since its opening in 2018, it has produced 42 professionals. Training resembles elite sports, with long days dedicated to gameplay, video analysis, team strategy, and psychological coaching.
The Rewards and Challenges
Top-tier players can earn well into six figures in US dollars through salaries, prize money, and sponsorships. However, careers are short, often ending before the age of 30, and Korean men face an additional challenge with mandatory military service. Lehends' teammate, Hwang Sung-hoon, known as Kingen, describes the profession as unforgiving: "If you're not good enough, you have to give up quickly."
Aiden Lee, secretary-general of League of Legends Champions Korea (LCK), attributes South Korea's dominance in esports to the intense competitive environment in which Koreans grow up. "What makes the difference is competition and concentration," he says. "Korean pro players can practise more than 16 hours a day."
Balancing Growth and Protection
The government's role is now focused on balancing growth with protection. Seven state-supported "healing centres" offer consultations for young people considered overly immersed in gaming, in partnership with hospitals. Standard contracts for youth players cap official training hours, ensuring healthy competition.
Roh, the trainee at the academy, remains determined. He wants to leave his mark as the most famous pro gamer, and he's committed to doing his best on this chosen path.