Friday, December 20, 2019
Essay about Online Gaming in South Korea - 1629 Words
Online Gaming in South Korea The rise of online gaming in South Korea has brought improved economic prospects and notoriety, but at what price? Beginning in the late 1990ââ¬â¢s South Korea has quickly become the undisputed king of the online gaming world. Gaming and the culture that has grown up around it are now the defining aspects of the lives of many South Korea youths. While this eruption of online gaming has created revenue for the country and made South Korea a global hotspot for international gamers it has also been a cause of concern in much the same way excessive television viewing and game playing has in the U.S. A number of factors contribute to the huge percentage of online-gamers in South Korea. A fast internet connection isâ⬠¦show more contentâ⬠¦There are reportedly over 25,000 bangs in the country, open all hours of the day and inexpensive (Gluck 1). Game playing in South Korean is a much more social experience than it is in the U.S. Going to a bang, whether to play online or simply go to a chat room, has become the social activity for many young Koreans. It is what they do when they go ââ¬Å"outâ⬠, how they escape the apartment complexes in which 50 percent of South Koreans reside (Herz 2). The choice of games that the South Koreans play also reflects their more social nature. Star Craft, a real time strategy (RTS) game by U.S.-based Blizzard Inc. was the first extremely popular game in South Korea in the late 1990s. RTS games can be cooperative team-based or simple head-head battles. At that time there was not a lot of choice in online games, particularly in Korea as they had limited or no access to U.S.-based massive multiplayer online role-playing games (MMORPGs) such as Ultima Online or Everquest. That changed when Seoul-based NCsoft released Lineage, an MMORPG for South Koreans. Now, as of March 2003, Lineage has 3.2 million active users ââ¬â 2.2 million in South Korea -- whereas Everquest, the most popular game of its type in the U.S. and often dubbed ââ¬Å"Evercrackâ⬠by both fans and critics, only has 430,000 users (Kim 1). Lineage is the most popular online game in the world (Levander 2). Games of this type require extensive social interaction. However, Lineage differs from itsShow MoreRelatedThe Internet Addiction Disorder1152 Words à |à 5 Pages An increasing problem streaming throughout the global society today is IAD or Internet Addiction Disorder. Our culture along with many others has been consumed with the ease and pleasure of shopping, gaming, and social networking through online portals to the point that it has become an overwhelming problem for some people. What Internet Addiction Disorder is exactly has been the topic of much debate and so has what makes internet addiction so addicting. IAD is a serious problem and is receivingRead MoreEssay about The Rise of E-Sports in Korea3103 Words à |à 13 Pages1990s, multiplayer gaming has become more and more popular in South Korea. Almost half of South Koreaââ¬â¢s 50 million population plays online games, and it has now become a part of their lifestyle. One thing that has a major contribution in the rise o f Esports in South Korea is the career opportunities that the esports is now providing. The recent League of Legends tournament in Staples Center, Los Angeles gave $ 1 million dollars to the winner SK T1 Telecom, a South Korean gaming team that is also aRead MoreThe Problem Of Online Gaming Addiction1080 Words à |à 5 PagesMassively Multi-Player Online Role-Playing Game (MMORPG), World of Warcraft. Surprisingly, Van Cleaveââ¬â¢s situation is not unusual, nor is it uncommon to hear of or know somebody with a substance addiction. Online gaming addiction is very real. Gaming, just as drugs, can start out as a harmless recreational activity and can develop into an addiction that can be indistinguishable between the two. However, many players argue that gaming addiction is not problematic. Online gaming addiction can be justRead MoreThe Internet Has Taken Over Today s World By Storm Essay1185 Words à |à 5 Pagesstorm. Due to the convenience and easy access provided by mobile dev ices, especially smartphones, 92% of teens report going online every day while 24% of those teens are quoted that they are online constantly, according to the study from Pew Research Center (Lenhart, 2015). Process Addictions are addictions to activities of processes such as gambling, eating, tanning, video/gaming, shopping, sex, internet surfing and work as opposed to a substance addiction to drugs or alcohol. In 2015, PBS airedRead MoreMarketing in a Global Economy: Identifying Growth Opportunities for Australian Video Game Developers in South Korea3903 Words à |à 16 Pagesinfancy, the global video gaming industry has become a multi-billion dollar enterprise today that promises continued strong growth in the future. With several platforms and thousands of game titles available in hundreds of languages, video gaming systems are increasingly popular among young and old players alike. Although uptake patterns continue to shift among major target countries, video game demand, parti cularly online gaming, remains strong in countries such as South Korea. The objective of thisRead MoreTechnology And Technology1052 Words à |à 5 Pageseasily, but one country is trying to control the technology problems. Digital Nation provides an example, South Korea now requires schools starting in second grade to teach kids on how to use the internet in a healthy way. The country hopes this secondary group program will get rid of the problems teens have experienced with technology, which is playing games online all day and night. South Korea wants its citizens to use technology in a productive way for the country, not in a way where the usersRead MoreGaming as a Community978 Words à |à 4 PagesGaming as a Community Now that technological companies all over the world have set most of the seven billion individuals in the world with a computer, smartphone or tablet, it is time for better software to use with them. This is where games come in. Electronic Arts CEO John Riccitiello stated in a recent interview that PC gaming is the ââ¬Ëfastest growing platformââ¬â¢. This shows the growing interest in gaming bearing in mind that gamers also have the means to play on. The term ââ¬Ëgamerââ¬â¢ refers toRead MoreIs South Korea And The Global Market For The Next Decade?969 Words à |à 4 PagesRegardless of Koreaââ¬â¢s political risk, I personally believe South Korea will outperform the global market for the next decade due to several factors including tax supports, its strategic location, and an education system. Many people are hesitant about investing in South Korea since they are currently in a state of war with North Korea, and incidents involving military occur from time to time to increase tension between two countries. Although South Koreaââ¬â¢s political violence resulted in an increase inRead MoreEssay on Internet addiction1725 Words à |à 7 Pagesin 1991 (Livingstone), the World Wide Web has only improved our quality of life. People donââ¬â¢t perceive online technology as a problem but as a solution to make our lives cheaper and efficient. As a working college student, my whole life is run on the internet. I use Facebook religiously to keep in-touch with my friends, I play Xbox Live to compete with amateur Call of Duty players, I read online newspapers to get current events, and I use every internet resource available to write research papersRead MoreEsports: Next Generation of Athlete Culture 2000 Words à |à 8 Pageswith the country of South Korea, the popularity of Espo rts is on a completely different level. While video games maintain strong popularity in the United States, it is not uncommon that many people refer to the country of South Korea as the ââ¬Ëkings and queensââ¬â¢ of the Esports world (Taylor). In fact, South Korea is one of the few countries in the world that sponsors and supports video games publicly due to itââ¬â¢s massive fanbase (Marquet). The expansion of Esports in South Korea can traced quite far
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.