In South Korea, Competitive Video Games Are Almost As Popular As Soccer

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Samsung White

League of Legends

Korean team Samsung White just took home $1 million for winning the 'League of Legends' finals.

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E-sports is a huge business, and it's only getting bigger. Riot Games, the company behind the popular "League of Legends," boasts 67 million active monthly players. And it's bringing in $1 billion.

In South Korea, it's becoming as big of a sport as soccer, according to a profile by The New York Times' Paul Mozur.

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The rise of gaming is thanks to the Asian financial crisis in the '90s. The South Korean government made a big push in telecom and internet infrastructure, and soon most people had computers in the home and speedy internet, the Times says.

Kids swarmed to internet cafes - rather than to basketball courts and soccer fields - to play games and hang out. And in 2000, the government created the Korean e-Sports Association.

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"Fourteen years ago you had a government that gave a thumbs up to e-sports, it was professionally organized, and it was on television, so it became a mainstream thing. The way soccer is around the world," e-sports commentator Jonathan Beales told The Times.

There's even a television channel dedicated to e-sports, called OnGameNet, or OGN.

Sangam Stadium

YouTube

This is Sangam Stadium, where the 'League of Legends' finals took place.

But, like with all sports, it's still a niche market. "The majority of fans are really casual. There are a few hardcore fans - some very dedicated fangirls, as you would know if you watch the OnGameNet stream - but they are easily in the minority," OnGameNet Global contributor Michael "Chexx" Kiefer told LoLesports.

But there's no doubt that e-sports is huge. The biggest e-sports event of the year, the finals of the "League of Legends" World Championships, was held in Seoul. And 7 out of 10 of the players who competed hail from Korea.

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The "League of Legends" finals drew more than 40,000 fans to Sangam Stadium, which was built for the 2002 World Cup.