!"# #%" &'(") *"&+, '. /0123456/ 137837 9:;/ <= 759/> 75;/4 Gamers are stereotypically believed to be socially awk- ward couch potatoes who lock themselves up in a dimly lit room and ofen times have problems with hygiene. Contra- ry to popular belief, this is not the case in the world of pro- fessional gaming. As the level of interest in electronic sports (eSports), the term for professional gaming competitions, has skyrocketed over the last decade, more and more people have started to grow a new form of respect for gaming. Although there were only ten competitions in 2000, by 2010, there were more than 260 professional tournaments where gamers from all around the globe gathered. Afer StarCraf was frst released in 1998, other competitive games such as Warcraf, Defense of the Ancients (DOTA) and League of Legends were launched, thereby increasing the variety of competitions that players could participate in. Ac- cording to Marilou Pagarigan, Technology Support teacher, games were enhanced from their precedents in terms of graphics, leading to an increased interest in eSports. I think the design is now much more engaging, mean- ing that the graphics are in higher resolution and that the capabilities and strategies are better explored than they used to be, Ms. Pagarigan said. But now companies made bet- ter programs that improved the overall look and the feel of the game. If such enhancements are continued to be made, I strongly believe that the interest in eSports will continue growing exponentially. ESports communities ofen receive sponsorships from large businesses in order to hold international competitions, which are usually broadcasted online and on television. In order to prepare for competitions, top professional gamers train daily for around eight to 13 hours, which is compara- ble to the amount of time that professional sports athletes train. During these workout hours, gamers do not spend their entire time in front of the computer screen. Instead, they exercise at gyms, swim or engage in some type of phys- ical exercise to build their stamina, which enables gamers to have longer gaming sessions and better concentration. Although stereotyped to be lazy and disorganized, profes- sional gamers have a strict schedule that they abide to and are devoted to keeping that rhythm of life. Some people think gaming is a joke and dont take it seriously, but you can easily tell that it is a big deal by look- ing at how much professional players earn, said Jihoon Yang (10), Electronic Strategic Development Club (ESDC) co-secretary. Although some people might think that there is nothing more to gaming than simple mouse-clicking, this is not true. From my experience, I can say that gaming re- quires careful planning, spontaneity and creativity. With $454,544.98 being the highest earning in the world, eSports is now a $60 billion industry. As a result, pro- fessional gamers have boosted their socio-economic status in the global community. Now, famous gamers are being is- sued the P-1A visa, designated only for internationally rec- ognized athletes. Moreover, famous cyber-athletes, such as renowned StarCraf player Yo-Han Lim, have their own fan clubs with more than half a million people in them. Such clubs are mostly composed of teenage boys aspiring to fol- low in their footsteps or females who fnd these gamers at- tractive. No longer looked down upon, many professional gamers have expanded their spheres of infuence by becom- ing role models for the younger generation. South Korean players have been doing exceptionally well in eSports competitions, such as the League of Legends World Championships in early October, Jason Moon (11) said. Gamers with such talent should really be recognized by the public because they are representing their countries like athletes participating in the Olympics. I personally be- lieve that people need to surpass their negative stereotypes of gamers and learn to support them. ,/? :77573@/4 A/2B 9:;/>4 /.C8= :7A2/7/ 47:734 *= D/:. EA8 StarCraft II (2010); Terran Marine Te fastest selling PC game of 2010, StarCraf II is the sequel to the award-winning real-time strategy game, StarCraf (1998). Te GomTV Star League, a monthly Korean tournament, is the largest StarCraf II professional tournament in the world. Source: Shack News World of Warcraft (2004); Undead Mage As of July 2013, World of Warcraf is the worlds most subscribed mas- sively multiplayer online role-playing game. In 2012, Blizzard Entertain- ment, the games developer, began a new series of tournaments, called the Battle.net World Championship Series, for World of Warcraf. Source: VG 24/7 and IGN !"# #%" &'(") *"&+, !"# #%" &'(") *"&+, '. /0123456/ 137837 9:;/ <= 759/> 75;/4 At the 2013 League of Legends (LoL) World Champion- ship that took place from Sept. 16 to Oct. 5, Korean profes- sional gaming team SK Telecom T1 took home the champi- onship, defeating all other professional gaming teams around the world. Since the original StarCraf was released in 1998, competitive online gaming, also known as eSports, has be- come a popular phenomenon in Korea, with 17 million out of 48 million people in Korea who play games on a regular ba- sis today, according to the National Broadcasting Company. Te success of games such as StarCraf, Sudden Attack, Call of Duty, FIFA Online and LoL has led to the recognition of the gaming industry as a part of national Korean culture and its economy. [Games are popular] because they are rooted in Ko- rean history, said Timothy Kim (12), Electronic Strategic Development Club (ESDC) co-vice president. It started out even before StarCraf was frst released. Koreans love strat- egy games. We have traditional games like baduk and jang-gi [Korean traditional games], which require strategies. With these kinds of games [in our culture], the generation before ours was hooked into playing games like StarCraf, and that mentality is now carried onto our generation today. According to Erik Anderson, ESDC adviser, the environ- ment that South Korea provides is ideal for widespread online gaming. According to Bloomberg, not only do public areas, such as parks and subways, ofer free Wi-Fi networks around Korea, but the Internet is also extremely fast anywhere in the nation. Korea has also once again ranked highest in its av- erage Internet connectivity. Other facilities in the nation in- clude PC Bangs (Internet cafes) which are readily accessible nationwide. Te constant development of these advanced facilities that Korea provides for both professional and amateur gam- ers are continuing to boost the nations gaming industry, as they provide a suitable and the most up-to-date environment for playing games. As a result, many major Korean corpo- rations, even if their business may not involve eSports, are sponsoring professional gamers who would then represent their company in international gaming meets. Tis is not common outside Korea, where companies afliated with the gaming industry, rather than major national corporations, sponsor gaming teams. [Corporations like] SK Telecom are companies whose main goal is ultimately to make money, said Chloe Choi (10), ESDC member. If the companies sponsor these groups of talented gamers [that] land on the top spot, then all of the gaming community will see the companys logo on their play- ers uniform. And if the team wins, or gets close to winning, which was the case at recent championships, then the com- pany will gain more fame and proft from the community. Games are now really big in Korea, and I think the popularity of gaming has reached a point where it is a part of Koreas national identity. According to Imagine Games Network (IGN), South Korea could be seen as the Jerusalem of the gaming world, a clear nickname that proves how large the presence of gam- ing is in the nation. Its popularity has established gaming as one of the most crucial industries in the nation, as well as an important aspect of the Korean identity. Korea is also unique in that it actually turns gaming into a professional job equiva- lent to a sports athlete, thanks to the publics general respect towards games. As far as the growth [of the Korean gaming industry] goes, youre going to start seeing more Korean gaming com- panies because right now the main gaming industries are in the US and Japan, Mr. Anderson said. Soon, [eSports] com- petitions are not going to only be events that [major corpora- tions] sponsor. Gaming companies will also start making new strategy games, fghting games, frst-person shooting games, or puzzle games that are going to catch on and become main- stream [forms of entertainment]. It would be cool if we could even see [eSports] as an ofcial Olympic sport. &:;5.9 13273>/ B>86/4 78 </ ;:C8> B:>7 8F G8>/:. 13273>/ *= .:9=8. H5; DOTA 2 (2013); Kunkka Released earlier this year, DOTA 2 is a multiplayer game with over 550,000 players online daily. Te International, an annual world- wide DOTA 2 competition, boasts the largest prizepool in the his- tory of eSports, exceeding two million dollars. Source: GameSpot League of Legends (2009); Kassadin the Void Walker League of Legends, released by game publisher Riot Games, is now the most played PC game in the world. Earlier this year, the US Citizenship and Immigration Services made a decision to recognize League of Leg- ends players as professional athletes. Source: Forbes Layout by Dasoo Milton Yoon Graphics by Jaewon Choi and Christine Lee