week 16 : my recent wikipidia edit - ljhwa(이진화)

  When looking at the list of past IEM champions, it appears that participants mainly come from regions such as Europe, North America, and China. Given the tournament’s substantial prize pool, professional esports teams facing financial difficulties are likely to place great importance on the outcome of this competition. Furthermore, due to the relatively small number of game titles featured, the tournament holds significant prestige in only certain games, while recognition in other games remains limited. In particular, Counter-Strike enjoys a very high status, as multiple versions of the game have been included as official titles. In addition, several other games that were popular at the time—such as PlayerUnknown’s Battlegrounds and Heroes of the Storm—were also selected as tournament titles.

IEM(en), fnatic(ko)
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1. add reference : ref [14]
2. add reference : ref [17]
3. add reference : ref [19]
4. add reference : ref [20]
5. add reference : ref [23]
6. add reference : ref [24]
7. add reference : ref [25]
8. add reference : ref [26]
9. add reference : ref [27]
10. add reference : ref [28]
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11. add reference : 리그 오브 레전드 챔피언십 시리즈 2015 스프링 유럽 우승[14]
12. add reference :리그 오브 레전드 챔피언십 시리즈 2015 서머 유럽 우승[15]
13. add reference : 리그 오브 레전드 챔피언십 시리즈 2016 스프링 유럽 3위[16]
14. add reference : 리그 오브 레전드 챔피언십 시리즈 2016 서머 유럽 6위[17]
15. add reference : 리그 오브 레전드 챔피언십 시리즈 2018 스프링 유럽 우승[18]
16. add reference : 리그 오브 레전드 챔피언십 시리즈 2018 서머 유럽 우승[19]
17. add reference : 리그 오브 레전드 유러피언 챔피언십 2019 스프링 3위[20]
18. add reference : 리그 오브 레전드 유러피언 챔피언십 2019 서머 준우승[21]
19. add reference : 리그 오브 레전드 유러피언 챔피언십 2020 스프링 준우승[22]
20. add reference : 리그 오브 레전드 유러피언 챔피언십 2020 서머 준우승[23]

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Any new, interesting, or unusual items learned

While South Korea demonstrates notable strength in the field of esports, it becomes clear that this strength is limited to a very small number of game titles. In globally popular FPS game genres, South Korea appears to lag significantly behind. When examining the achievements of professional teams overseas, it is common to see a single organization fielding teams across multiple games, rather than focusing on just one. In contrast, the absence of well-established professional esports organizations in Korea has resulted in a limitation: even highly skilled players often find themselves restricted to competing in only a few specific games.


Identify at least one question, concern, or discussion 

Currently, thanks to a few prominent individuals, public awareness of esports in South Korea has improved significantly. Nevertheless, there does not appear to be a clear trend toward the formation of specialized esports organizations similar to those seen overseas. At most, Korean teams operate professional squads in one or two games. Why has the esports revenue model in South Korea developed in a different direction compared to other countries?


Comments

  1. This concept closely mirrors the path South Korea has taken in its development into an advanced nation. In the 1950s, in the aftermath of the Korean War, the country was compelled to concentrate all available resources and infrastructure in its capital, Seoul, to facilitate rapid reconstruction. This approach was, in part, modeled after the example set by Tokyo. The same logic has been applied to industrial development: Hyundai and POSCO were nurtured in the heavy industries sector, Samsung and LG in consumer electronics, and more recently, Samsung and SK Hynix in the semiconductor industry.

    South Korea is geographically limited and lacks significant natural resources. Perpetually confronted with a sense of scarcity, the nation has adopted a strategic philosophy of investing solely in one or two areas deemed to have high potential. This mentality extends even to family life, where many couples are hesitant to have a second child. The principle of "selection and focus" may yield rapid results, but it has also, regrettably, contributed to a range of structural challenges within Korean society.

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