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The Korean Wave 2006 - Korean Cultural Service

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124<br />

and a half I go to my gym, where I work out. <strong>The</strong>n I<br />

come home and play until 1 a.m. After 1 I can play more<br />

matches or I can go to sleep if I want.”<br />

He smiled. “But not many players sleep at 1.”<br />

Mr. Lim sat in what might be called the players’ lounge:<br />

a spacious parlor of plush couches and flat-screen televisions.<br />

In an adjoining apartment, the focus was on work.<br />

More than a half-dozen other members of the team sat at<br />

rows of PC’s demolishing one another at StarCraft, made<br />

by Blizzard Entertainment of Irvine, Calif. Outside,<br />

guards for the apartment complex kept an eye out for<br />

overzealous fans.<br />

“Without covering myself up in disguise it’s really difficult<br />

to go out in public,” Mr. Lim said. “Because of the Internet<br />

penetration and with so many cameras around, I don’t have<br />

privacy in my personal life. Anything I do will be on camera<br />

and will be spread throughout the Internet, and anything I<br />

say will be exaggerated and posted on many sites.”<br />

“It’s hard because I can’t maintain my relationships with<br />

friends,” he added. “In terms of dating, the relationships just<br />

don’t work out. So personally there are losses, but I don’t<br />

regret it because it was my choice to become a pro gamer.”<br />

Hoon Ju, 33, the team’s coach and a former graduate student<br />

in sports psychology, added: “Actually when he goes<br />

out we know exactly where he is at all times. That’s because<br />

the fans are constantly taking pictures with their cellphones<br />

and posting them to the Internet in real time.”<br />

Mr. Woo of the federal game institute estimated that 10<br />

million South <strong>Korean</strong>s regularly follow eSports, as they<br />

are known here, and said that some fan clubs of top gamers<br />

have 700,000 members or more. “<strong>The</strong>se fan clubs are<br />

actually bigger in size than the fan clubs of actors and<br />

singers in Korea,” he said. “<strong>The</strong> total number of people<br />

who go spectate pro basketball, baseball and soccer put<br />

together is the same as the number of people who go<br />

watch pro game leagues.”<br />

<strong>The</strong> celebrity of South Korea’s top gamers is carefully<br />

managed by game-TV pioneers like Hyong Jun Hwang,<br />

general manager of Ongamenet, one of the country’s<br />

full-time game networks. “We realized that one of the<br />

things that keeps people coming back to television are<br />

the characters, the recurring personalities that the viewer<br />

gets to know and identify with, or maybe they begin to<br />

dislike,” he said. “In other words, television needs stars.<br />

So we set out to make the top players into stars, promoting<br />

them and so on. And we also do a lot of education<br />

with the players, explaining that they have to try to look<br />

good, that they have to be ready for interviews.”<br />

For his part Mr. Lim cultivates a relatively low-key image.<br />

He knows that at 27 he is nearing the end of his<br />

window as an elite player. <strong>The</strong>re are 11 pro teams in the<br />

country, he said, and they are full of young guns looking<br />

to take him down. But he said experience could make up<br />

for a few milliseconds of lost reflexes.<br />

“<strong>The</strong> faster you think, the faster you can move,” he said.<br />

“And the faster you move, the more time you have to think.<br />

It does matter in that your finger movements can slow<br />

down as you age. But that’s why I try harder and I work on<br />

the flexibility of my fingers more than other players.”<br />

Despite the stardom of pro gamers, in most <strong>Korean</strong> families<br />

it’s all about school. That is a big reason the game market in<br />

South Korea is dominated by personal computers rather than<br />

by game consoles like Sony’s PlayStation and Microsoft’s<br />

Xbox that are so popular in the United States and Europe.<br />

(<strong>The</strong> deep historical animosity <strong>Korean</strong>s feel toward Japan,<br />

home of Sony and Nintendo, is another reason.)<br />

“In Korea it’s all study, study, study, learn, learn, learn,”<br />

said Park Youngmok, Blizzard’s <strong>Korean</strong> communications<br />

director. “That’s the whole culture here. And so you can’t<br />

go buy a game console because all it is is an expensive toy;<br />

all it does is play games. But a PC is seen here as a dream<br />

machine, a learning machine. You can use it to study,<br />

do research. And if someone in the household ends up<br />

playing games on it” – he paused, shrugged and grinned<br />

– “that’s life.”<br />

Cho Nam Hyun, a high school senior in a middle-class<br />

suburb south of Seoul, knows all about it. During his<br />

summer “vacation” he was in school from 8 a.m. until 8<br />

p.m. (During the school year he doesn’t finish classes until<br />

10 p.m.) On his desk in his family’s impeccable apartment<br />

sits a flip chart showing the number of days until<br />

his all-important university entrance exams.<br />

But no matter how hard he studies, Mr. Cho tries to get in<br />

just a little gaming, and with his parents’ encouragement.<br />

“<strong>The</strong>y are at school all the time, and then they have additional<br />

study classes,” said his mother, Kim Eun Kyung,<br />

“so games are the best way to get rid of their stress.”<br />

His father, Cho Duck Koo, a photographer, added:<br />

“Certainly the games can be a distraction, and now that<br />

he is studying for the university exam he plays much less,<br />

but in general gaming helps the children with strategic<br />

thinking and to learn to multitask. We’ve told him if he<br />

goes to university we will get him the best PC possible.”<br />

It’s all part of a dynamic that has taken technologies first<br />

developed in the West – personal computers, the Internet,<br />

online games like StarCraft – and melded them into a<br />

culture as different from the United States as <strong>Korean</strong><br />

pajeon are from American pancakes.<br />

Is South Korea, where gaming is encouraged and viewed<br />

as a communal activity, leading a trend?<br />

Sitting outside another packed soundstage at another<br />

cavernous mall, where around 1,000 eSports fans were<br />

screaming for their favorite StarCraft players over the<br />

Quiet Riot hard-rock anthem “Cum On Feel the Noize,”<br />

a pinstriped banker illustrated how South Korea has become<br />

the paragon of gaming culture.<br />

“We’re not just the sponsors of this league,” Kim Byung<br />

Kyu, a senior manager at Shinhan Bank, one of the country’s<br />

largest, said proudly. “We’re the hosts of this league.<br />

So we have a bank account called Star League Mania,<br />

and you can get V.I.P. seating at the league finals if you’ve<br />

opened an account.”<br />

“When I’m in the U.S., I don’t see games in public,” he<br />

added. “<strong>The</strong> U.S. doesn’t have PC bangs. <strong>The</strong>y don’t have<br />

game television channels. What you see here with hundreds<br />

of people cheering is just a small part of what is going<br />

on with games in Korea. At this very moment hundreds<br />

of thousands of people are playing games at PC bangs.<br />

It’s become a mainstream, public part of our culture, and<br />

I don’t see that yet in the U.S. In this regard, perhaps the<br />

United States will follow and Korea will be the model.”<br />

125<br />

Copyright © <strong>2006</strong> by <strong>The</strong> New York Times Co. Reprinted with permission.

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