South Korea: King of the Virtual World
The rise
of online gaming in South Korea has brought improved economic prospects
and notoriety, but at what price?
By Brian Callies
Beginning in the late
1990’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 is a necessity and South Korea is, per capita, the most
wired country in the world. Over 60% of households have broadband
– compared to 20% in the United States (Kim 2). South Korea’s
small geographical size and high population density make running
the required cabling an easier task than it would be in the U.S.
Broadband access in South Korea is, furthermore, the cheapest in
the world at $25 per month (Kim 2). Additionally, in South Korea
console gaming isn’t nearly as popular as it is in the U.S.
and elsewhere. Console systems – Playstation, Nintendo, Sega
– are by and large of Japanese origin. Due to past discord
between the two countries – Korean being a colony under the
rather, at the time, iron-fisted Japanese – Japanese imports
have been both officially and culturally unpopular (Herz 3). Without
consoles to take away from the base of game players, in South Korea
unlike the U.S., online computer gaming is the dominant form of
electronic gaming.
Though more than half
the homes in South Korea are wired it is the cyber cafés,
know as PC bangs, where much of the serious game playing occurs,
and where the culture is most apparent. 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 “out”,
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 – 2.2 million in
South Korea -- whereas Everquest, the most popular game of its type
in the U.S. and often dubbed “Evercrack” 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 its
U.S. counter parts. It has Confucian characteristics in that when
you create your in-game character he/she has an unchangeable hierarchy
and rank (Kim 2). Korean players have no difficulty accepting being
a servant or follower, whereas the majority of American MMORPG players
want to be the hero. Everquest is all about making your character
more powerful through killing monsters and acquiring powerful magic
items. This is often done in groups, but the other people are simply
tools to make the goal of character advancement easier. In Lineage
the goal is to take an enemy castle and control it to raise taxes
and recruit and supply an army to defend it (Herz 4). In Korean
gaming working as a team is not just a means to an end, it is a
large part of the reason for playing. According to education psychologist
Joonmo Kwon the need and desire to work in groups in order to succeed
in Lineage reflects the Korean “spirit” (Levander 2).
Typically when a “clan” of Lineage players decide to
attack a castle they all physically go to a bang and together begin
their onslaught of the enemy fortress. Online gaming to South Koreans
is as much a real-world experience as it is a virtual one (Kim 2).
The bangs, and from them
the current state of gaming in Korea, rose from the economic crisis
that hit Korea and much of Asia in 1997. Some recently out of work
Koreans had enough money in their family to open bangs which provided
a cheap source of entertainment for the many laid-off workers (Herz
3). Popularity grew and more and more bangs opened up.
The huge numbers of
game players and internet users in South Korea have attracted international
attention – both from game players, and from businesses. The
broadband success in South Korea gives hope to a sagging tech sector
in the U.S. which has hopes broadband will reinvigorate it (Fulford
2). Microsoft has recently invested $500 million in Korean Telecom
– one of South Korea’s two largest broadband suppliers
(Fulford 2). Foreign gaming companies, such as Sony the distributors
of Everquest, now view South Korea as a huge potential market for
their games. The Korea government, meanwhile, sees the online game
industry as a potential key export (Ihlwan 2).
To international gamers
South Korea has become something of a Mecca. There, gaming has grown
into a national sport to such an extant that three cable stations
are dedicated full-time to broadcasting gaming tournaments (Herz
2). Unless ESPN were to expand to ESPN6 such a scenario is hard
to imagine in the U.S. Gamers in Korea can and do become celebrities.
There are professional gamers who garner the respect and adoration
that professional athletes do in other countries (Electro Lobby).
For U.S. gamers who are typically branded nerds or social misfits
in their own country, South Korea must seem like heaven.
Along with the economic
benefits and increased international profile the proliferation of
online gaming and the culture that has grown around it also invokes
troubling questions. There are cases of gamers becoming psychologically
addicted to the internet and the games they play. One extreme case
is that of Kim Kyung-jae a 24-year-old man who died in a bang after
playing 86 hours non-stop. The concerns in South Korea are much
the same that are heard in the U.S. in regards to Everquest players
who have quit their jobs, or ignored their spouses, or worse, because
they couldn’t pull themselves away from the game.
An obsessed 25-year old
South Korean man named Yoon Dae Won said, “I’m an elf.
I kill monsters. And when I can’t, dream about it” (Kim
1). Addiction to the internet is clearly a growing problem. Grades
worsen and real social interaction can suffer. The South Korean
government recognizes that there is a problem and has started the
Center for Internet Addiction Prevention and Counseling (Gluck 3).
Beyond psychological
problems the popularity of Lineage and games like it has created
a surprising problem: the entrance of real world gangs into the
virtual world, and the real world violence they cause because of
events in the game. A gang burst into a Seoul bang and beat the
man who had killed one of their characters in the game world (Levander
1). In MMORPGs there is the term “PK’ing” which
stands for ‘player killing’. It simply means killing
another player’s character, as opposed to a computer-controlled
character. In some games this is illegal, in others it is simply
frowned upon. Due to the common real-world violence resulting from
events in Lineage and other games some South Korean authorities
have borrowed the term for one of their own: “off-line PK”
(Levander 1).
Crimes such as hacking
others’ accounts, stealing online ids and the fraudulent sale
of online weapons are so commonplace that the police have started
a cybercrimes unit (Levander 4). It appears that in online gaming,
crime as well as in simple socializing transcends the virtual into
the real world.
Online gaming is South
Korea is a unique phenomenon. No other place is the world is so
wired, or has such a large game-playing population base, or treats
their best gamers as star athletes. The dramatic rise in gaming
has brought increased economic opportunities to the country and
international notoriety. The culture of game playing has had a negative
effect on some South Koreans, however, as gaming addicts lose touch
with the real world. The net effect of this rapid growth in gaming
and internet usage will be positive or negative remains to be seen.
Bibliography
Herz, J.C. “The
Bandwidth Capital of the World.” Wired August 2003. November
1, 2003.
(http://www.wired.com/wired/archive/10.08/korea.html)
Levander, Michelle. “Where
Does Fantasy End?” Time Magazine 4 June 2001. October 28,
2003. (http://www.time.com/time/interactive/entertainment/gangs_np.html)
Gluck, Caroline. “Korea’s
Gaming Addicts.” BBC News 22 November 2002. October 28, 2003.
(http://news.bbc.co.uk/1/hi/world/asia-pacific/2499957.stm)
Fulford, Benjamin. “Korea’s
Weird Wired World” Forbes Online 21 July 2003. October 28,
2003. (http://www.forbes.com/technology/free_forbes/2003/0721/092.html?partner=newscom)
Kim, Jin David. “Lucrative
Lessons from Online Game Players” International Herald Tribune
12 March 2002. October 28, 2003.
(http://www.iht.com/articles/89432.html)
Ihlwan, Moon. “The
Champs in Online Games” Business Week Online 23 July 2001.
October 28, 2003. (http://www.businessweek.com/magazine/content/01_30/b3742142.htm)
Electro Lobby. “E-Sport:
Gaming Goes Pro – Interview.” Unknown. October 28, 2003
(http://www.tnc.net/el/el01/progaming.html)
Related Links:
http://www.worldcybergames.com/
- home site of the World Cyber Games
http://www.ncsoft.net/ - NCsoft,
makers of Lineage
http://www.blizzard.com/ -
Blizzard Inc., makers of Starcraft