ISE01/18-19

Subject: information technology and broadcasting, e-sports, innovation and technology


Recent developments of e-sports in Hong Kong

Industrialization of e-sports in South Korea

Strengths in the technology and games sector

  • Since the early 1990s, the South Korean government had been focusing on the expansion of its information and communication infrastructure. Nowadays, the country is among the top in the world in broadband networks, with 90% of all individuals using the Internet.18Legend symbol denoting See Organisation for Economic Co-operation and Development (2017). Besides, South Korea has put in place a set of promotion policies to expand the games sector. Supportive measures included assisting game developers in games production and overseas export, investing in game content development, and promoting games culture. Reflecting the concerted efforts in promoting the games sector, from 2000 to 2012, the total revenue of the sector has surged from 836 billion won (HK$6 billion) to 7.8 trillion won (HK$54 billion), a nine-time growth in 12 years.19Legend symbol denoting See Ministry of Strategy and Finance (2014). The solid growth of the sector has somewhat created a conducive environment for the rise of e-sports.

Expansion of e-sports facilities

  • On the other hand, several infrastructure development projects were undertaken in order to allow the sizable e-sports competitions to take place. For instance, the first stadium designed specifically for online gaming was opened in Yongsan, Seoul in 2005 and another e-sports stadium was built in the city's digital landmark S-Plex Center in 2016. Currently, there are a total of eight stadiums for e-sports in South Korea.
  • In 2016, KeSPA officially launched the "certified e-Sports PC club" service with an aim to improve the recognition for PC rooms. It was expected that these certified e-Sports PC clubs could provide standard facilities for e-sports players to train their skills as well as places to discover talent players in the amateur eco-system.

Professionalization of e-sports players

Popularization of e-sports events and promotion as a tourism

  • With the rise of PC rooms, e-sports competitions evolved to different types of e-sports leagues and tournaments (e.g. Pro League and KeSPA Cup) which were held across the country, with some being broadcast on television channels as a national event drawing high public attention. The abundance of competitions not just allow frequent competitions between e-sports players, but also provide opportunities for product advertising or branding through sponsoring the events or forming their own teams to compete in the matches. In 2016, there were 221 e-sports events held in the country, with a total prize pool of 4.6 billion won (HK$30.8 million).24Legend symbol denoting See KOCCA (2017).
  • With its high popularity, e-sports is further promoted as a tourism attraction. Recently, the South Korean government has launched an "e-Sports Stadium Tour Program" on a trial basis. Under the programme, a free e-sports tour is offered to 15 international tourists in each month where they are allowed to visit the S-Plex Center to know more about the history of e-sports and watch an e-sports competition.

Measures addressing concerns over the side effects of e-sports

Concluding remarks

  • With the rapid development and growing popularity of e-sports, the Government has started devoting resources to facilitate the development of the local e-sports sector. The South Korean government has adopted the multi-pronged approach to develop the sector, which included setting up the e-sports infrastructure, developing talents and professionalism, and creating an e-sports culture. While Hong Kong is still in the early stage of developing the e-sports sector, the outstanding performance of the Hong Kong e-sports players in the recent Asian Games showed that Hong Kong has its e-sports talents and the potential to become one of the global hubs in e-sports.


Prepared by Kent CHUNG
Research Office
Information Services Division
Legislative Council Secretariat
31 October 2018


Endnotes:

1.For example, video streaming allows millions of audience across the globe to watch, share and experience the e-sports events at the online video platforms in addition to on-site participation.

2.See Newzoo (2018).

3.The top three revenue streams are sponsorship (40%), advertising (19%) and media rights (18%).

4.Among them, 57% are "Occasional Viewers" (who watch professional e-sports content less than once a month) and 43% are "Esports Enthusiasts" (who watch professional e-sports content more than once a month).

5.The medals will not be counted in the overall medal standings alongside the official sports.

6.See Legislative Council Secretariat (2018).

7.In the 2017 event, three e-sports tournaments were organized which attracted an attendance of about 60 000 persons and 7.4 million online viewers watching online broadcasts.

8.There were six e-sports games in the Asian Games, namely Arena of Valor (Honor of Kings International), Clash Royale, Hearthstone, League of Legends, Pro Evolution Soccer and StarCraft II. Among the six e-sports games, Hong Kong won a gold medal in Hearthstone.

9.See the Hong Kong Federation of Youth Groups (2018).

10.See Innovation and Technology Bureau (2018).

11.According to a media report, a commercial operator was operating an e-sports venue in an industrial building but was told by the Food and Environmental Hygiene Department for failure to obtain the proper licence. The e-sports venue operator alleged that he had made an enquiry to the Home Affairs Department about the licensing requirement but no response was given. The issue was raised by some Members at the Finance Committee meeting held on 13 July 2018. In response, the Secretary for Innovation and Technology replied that the Financial Secretary would hold an interdepartmental meeting to discuss the issue. See Harbour Times (2018).

12.At that time, the government made use of the Cultural Industry Fund to provide low-interest loans to the unemployed persons. In 1999, the number of PC rooms surged to 15 150 with a year-on-year growth of 440%. See Ministry of Strategy and Finance (2014).

13.There were four main tasks under the vision plan: (a) expansion of basic infrastructure, (b) establishment of e-sports culture, (c) reinforcement of international cooperation, and (d) revision of laws/regulations and expansion of supportive systems.

14.There were five main tasks under the five-year plan: (a) expansion of e-sports as a national leisure activity, (b) strengthening the connection between e-sports and the game industry, (c) strengthening the country's global leadership in e-sports, (d) establishment of an environment to sustain e-Sports growth, and (e) turning the South Korean e-sports games into a national brand.

15.See KOCCA (2017).

16.It is a governmental agency in South Korea which oversees and coordinates the promotion of the cultural content industry.

17.In 2016, e-sports produced value added activities worth 63 billion won (HK$422 million) under these four areas.

18.See Organisation for Economic Co-operation and Development (2017).

19.See Ministry of Strategy and Finance (2014).

20.In order to register as a pro-gamer, the player has to win officially recognized game contests more than two consecutive times in one year and completed a training course. This is based on the unofficial translation of information on the website of KeSPA. For details, please see KeSPA (2018).

21.See GosuGamers (2014).

22.See ESPN (2017).

23.See Daily Game (2015).

24.See KOCCA (2017).

25.A constitutional appeal was filed by game developers, claiming that the restriction constituted over-regulation. Reportedly, in April 2014, the Constitutional Court judged that it was constitutional and the restriction was not deemed to be excessive in view of the side-effects of online game addiction. See BusinessKorea (2014).

26.See KeSPA (2018).


References:

Hong Kong

1.Commerce and Economic Development Bureau. (2018) Replies to initial written questions raised by Finance Committee Members in examining the Estimates of Expenditure 2018-19.

2.Harbour Times. (2018) Game on! But only for government faves – Small e-sport players think game is stacked against them.

3.HKU School of Professional and Continuing Education. (2018) Diploma in eSports Science.

4.Innovation and Technology Bureau. (2018) Administration's paper on funding to Cyberport: supporting the development of the start-up ecosystem and promotion of e-sports development. LC Paper No. CB(4)1036/17-18(03).

5.Legislative Council Secretariat. (2018) Report of the Panel on Information Technology and Broadcasting for submission to the Legislative Council. LC Paper No. CB(4)1317/17-18.

6.The Hong Kong Federation of Youth Groups. (2018) E-Sports in Hong Kong.


South Korea

7.BusinessKorea. (2014) Constitutional court in favor of banning nighttime access to online games.

8.Daily Game. (2015) From player to coach, the roommate stories of Stork and Frozen.

9.ESPN. (2017) Protecting pro gamers in South Korea: Q&A with KeSPA.

10.GosuGamers. (2014) KeSPA, Riot and OGN finalize the Korean 2015 circuit reform.

11.KeSPA. (2018) Official website.

12.KOCCA. (2017) E-sports Survey Report in 2017 (in Korean).

13.Korea Institute for Development Strategy. (2010) Establishment of SME - Oriented TVET System to Support Public Sector Reform and Employment Promotion in Libya.

14.Ministry of Strategy and Finance. (2014) 2014 Modularization of Korea's Development Experience: The Success Story of the Cultural Industry in Korea: The Case of the Game Industry.

15.Organisation for Economic Co-operation and Development. (2017) OECD Digital Economy Outlook 2017: Spotlight on Korea.

16.The Korea Times. (2015) E-sports set sights on Olympics.


Others

17.International Olympic Committee. (2018) Olympic Movement, esports and gaming communities meet at the esports forum.

18.Newzoo. (2018) 2018 Global Esports Market Report.



Essentials are compiled for Members and Committees of the Legislative Council. They are not legal or other professional advice and shall not be relied on as such. Essentials are subject to copyright owned by The Legislative Council Commission (The Commission). The Commission permits accurate reproduction of Essentials for non-commercial use in a manner not adversely affecting the Legislative Council, provided that acknowledgement is made stating the Research Office of the Legislative Council Secretariat as the source and one copy of the reproduction is sent to the Legislative Council Library. The paper number of this issue of Essentials is ISE01/18-19.