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14 years ago

The Korean model in Western eSports

In a recent article posted on Fnatic.com, Marc 'frequency' Onofrio opens a discussion with some retrospective elements about the Korean broadcasting model of eSports and its impact on the Western styles and customs.

In the first major part of his feature, Marc gives us a brief history of the events that led to the eSports phenomenon in Korea and explores the main reasons behind those occurrences.

With the Asian financial crash of the late 1990s taking its toll on Korea, all economic emphasis was on spending the minimal amount of money possible. For many teenagers this came in the form of gaming [...]

Marc continues to explore what we can call the "koreafication" of Western eSports and uses own thoughts as well as quotes by DJWheat to pinpoint the disastrous (eSports-wise) event known as CGS. He mentions Western restrictions, such as lack of understanding of the eSports and the intention to profit and not promote, as the primary obstacles that failed the CGS.

DJWheat:
[the CGS’] goal was not to make the most amazing e-sports league, their goal was to make television.

'frequency' finally ends with taking a look at the alternative to the TV shows: the online streams. In his writing he includes names of notorious internet casters such as Day[9] and DJWheat, online streamed tournaments such as MLG and IEM and finishes with a maybe rather harsh conclusion:

StarCraft II in the West doesn't need television coverage - with developer support from Blizzard creating a large player base that is interested in the game, the fan base will come from within, rather than trying to draw in fans.



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Fnatic.com - Source