South Korea's Gaming Revolution: From Addiction Stigma to £11.7bn Powerhouse
South Korea's Gaming Industry Transforms into £11.7bn Powerhouse

South Korea has undergone a dramatic transformation in its relationship with video games, shifting from viewing them as a dangerous social ill to embracing them as a legitimate profession and a multi-billion-pound economic powerhouse.

From Social Menace to Strategic Industry

This remarkable reversal was cemented in October when President Lee Jae Myung publicly declared that "games are not addictive substances". This statement marked a sharp departure from the government's stance in 2013, when lawmakers sought to classify gaming alongside drugs, gambling, and alcohol as one of the nation's four major social addictions.

The economic figures underscore this profound change. Between 2019 and 2023, South Korea's domestic gaming market expanded by a staggering 47%, reaching a value of 22.96 trillion won (£11.7bn). Industry exports surged 41% in the same period to 10.96 trillion won (£5.6bn). Gaming now accounts for nearly two-thirds of all Korean content exports, vastly outperforming other cultural sectors like K-pop.

The Rise of the Professional Gamer

The story of professional player Son Si-woo, known as Lehends, mirrors this national shift. Now 27 and a multiple champion in League of Legends for team Nongshim RedForce, his career began with parental disapproval. "She said when I played computer games, my personality got worse, that I was addicted to games," he recalls of his mother interrupting a crucial interview.

His path changed when he won an amateur tournament and gave the 2 million won (£1,000) prize money to his parents. "From then on, they believed in me," Son says. His success is now part of a structured ecosystem where esports, valued at about 257 billion won (£128m) in 2023, acts as a high-profile showcase for the wider industry.

Academies Forge Elite Talent

This new era is institutionalised in places like the Nongshim Esports academy in Seoul's Guro district. Here, aspirants like 22-year-old Roh Hyun-jun, who has paused his mechanical engineering degree, train in hopes of joining the professional ranks. The academy charges roughly 500,000 won (£253) for 20 hours of monthly coaching.

Evans Oh, CEO of Nongshim Esports, is candid about the odds, noting only 1–2% of trainees become professionals or secure related jobs. Since opening in 2018, the academy has produced 42 professionals. Training mirrors elite sport, with long days of gameplay, video analysis, and psychological coaching. The reward for the successful few can be a six-figure salary in US dollar terms, combining wages, prize money, and sponsorships.

Aiden Lee, secretary-general of the top-tier League of Legends Champions Korea (LCK) league, attributes Korea's global dominance—LCK teams have won 10 of the last 15 world championships—to an unparalleled competitive culture. "Korean pro players can practise more than 16 hours a day. The amount of practice and focus is very different," he states.

Balancing Growth with Wellbeing

The government now frames its role as fostering growth while ensuring protection. It operates seven state-supported "healing centres" for young people considered overly immersed in gaming and has introduced standard contracts for youth players that cap official training hours.

Yet the profession remains brutally competitive with short careers, often ending before 30. Hwang Sung-hoon (Kingen), Lehends' 25-year-old teammate, summarises the reality: "If you’re not good enough, you have to give up quickly. It’s that kind of market."

Despite the challenges, the dream persists. Back at the academy, trainee Roh Hyun-jun remains resolute. "I want to leave my name as the most famous pro gamer," he says. "Since I’ve chosen this path, I want to do my best." His ambition reflects a country that has fully converted its passion for play into a formidable global industry.