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StarCraft and the PC Bang: How Korea Built Modern Esports

Blizzard's 1998 strategy game, broadband and internet cafés turned pro gaming into television.

WGC News desk · · 3 sources
StarCraft and the PC Bang: How Korea Built Modern Esports
Image via Wikipedia (StarCraft (video game))

Blizzard Entertainment released StarCraft in March 1998. In most countries it was a hit; in South Korea it became a national pastime.

The PC bang boom

After the 1997 Asian financial crisis, Korea invested heavily in broadband, and PC bangs (internet cafés) spread rapidly. They offered fast connections at low hourly prices, and StarCraft, with its balanced three races and online play, was the game everyone played.

Gaming on television

By the early 2000s, dedicated cable channels such as OnGameNet and MBCGame were broadcasting StarCraft leagues. Pro players gained fan clubs, corporate teams formed, and the Korea e-Sports Association (KeSPA) was founded to organise the scene.

Legacy

Korea created much of the blueprint for modern esports: salaried pro teams, broadcast production, star players and league formats. That foundation is why Korean teams such as T1 and Gen.G still dominate global events like Worlds.

Reference: Wikipedia, StarCraft, Esports in South Korea, PC bang.

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