Korea > Everywhere Else
Korea has been the top region with some of the top tier players and teams in the world of League of Legends esports, Why?
Analisis | May 4, 2017 | By The Hound

Korea has been the number one powerhouse in League of Legends esports, from producing top tier teams and talents and also being the most successful viewmodel for the esports industry, it is a wonder as to why Korea is the number one powerhouse for League of Legends esports.

Korean esports

When we marvel at the spectacle that is Korean esports, we are left in the dust as to how much spirit and support is put into the industry by the Koreans. While the highest earnings as of 2017 belongs mainly to China, the Republic of Korea isn’t too far behind and with the ever growing industry of eSports and the sheer numbers and force that is China, Korea has maintained it’s top spot for a very long time.

Highest Earning by Country

So how is Korea one of the most successful regions for League of Legends esports? Let’s rewind back to the late 1990’s, during the Asian financial crisis, the government of South Korea made a move to focus on telecommunications and Internet infrastructure. Because of such a strong foundation, PC gamers benefited the most from this due to the absurd speeds of connection (a KR player could get a ping of 10 m/s regardless of whatever regional server he or she plays at), and thus a booming and vibrant community of players were born.

Not long after the thriving of such community did the government further deepen their involvement by setting up the Korean E-Sports Association to further develop and support and manage e-sports.


With such support and backing and the “to the death” mentality of Koreans, this upcoming industry thrived into what it is today, a living and breathing economy worth billions of dollars annually. To Koreans, e-sports is a matter of national pride and many, from then till now, carry immense and unrelenting passion for the sport. With the Korean government having a head start of almost 20 years compared to other regions and with the support of the community at large, it was easy to see how quickly e-sports grew, from being broadcast onto TV to cater to millions and how the e-sports scene was marketed back then made in a place of mainstream attraction.

Just as an example, the Starcraft Pro League in 2004 attracted up to 100,000 (yes! ONE HUNDRED THOUSAND) fans to Gwangalli Beach in Busan. With the inclusion of sponsors into the mix, professional gaming became a sustainable job what with professional players like Faker taking in a whopping total of $900,000 From 34 Tournaments across his entire professional career means that the industry has more and more room for growth.

Malaysia still has lots of improvements to be made, both internally and externally before we reach that level, most importantly is the support of the fans which matters the most, Koreans are a die hard bunch when it comes to e-sports and the amount of wonders it would achieve if Malaysian’s followed suit with the same relentless support when it comes to supporting their own local heroes.

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