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The game gradually becomes a Korean pillar industrial development engineer can be exempted from military service

2025-02-06 07:45:18|Myriagame |source:minecraft skins

"Korean Wave" has become a sign of the output of the Korean cultural industry, but the most output in South Korea in 2014 is not film and television or music, but games."Daily Economic News" reporter inquiry information found that the annual output value of Korean video games last year reached 3.36 billion US dollars, ranking sixth in the world.

The export volume of Korean games accounted for 50%of the entire "Korean Stream" cultural output, becoming one of the pillars of the national economy.As the most important country to accept Korean video games, China has gradually developed from copying technology and replication mode to form its own style in terms of game production and consumer port layout.Many people in the industry told reporters that the success of the Korean game industry is the top -down national effect. The government's support and the continuous improvement of the business chain are the secrets of Korean games.

The game becomes a pillar industry

As early as the end of the last century, South Korea gave a new identity of video games "players" -professional e -sports players.By making money, fame, and social recognition, this provides a "alternative" performance stage for young people in the spring and spring period.

In fact, e -sports is just a part of the Korean gaming industry consumption.According to the 2014 Global Game Industry Survey Statistics Report released by the market research company Newzoo, South Korea ranks sixth in the world with an annual output value of $ 3.36 billion."The game industry is the manufacturing industry in the spiritual field." Zhang Fan, the founder of Yunyou Technology, described the game industry in South Korea to the reporter of "Daily Economic News".

From the rise to possession of the Korean game industry, the South Korean government plays an important role.

Since 1998, under the guidance of the "Cultural State" strategy, in addition to huge investment in the online game industry, the South Korean government has given the greatest convenience in terms of policy, taxation, and supporting.After more than ten years of development, the output value of Korean online games exceeds the automobile manufacturing industry and has entered one of the pillar industries of the national economy.

Song Wei, the founder and secretary general of the GMGC Global Mobile Game Alliance, frankly said that the Korean game industry is a complete ecosystem. From the establishment of the original industrial incubation park to the copyright protection of the product, there are corresponding policy systems.

In this context, an organization called KESPA (Korean E -sports Association) came into being.It is understood that the agency is led by the government and cooperates with the organizer to manage the professionalization of e -sports clubs and improve the professional development of video games.So far, Korean e -sports has ushered in its heyday.

According to the Korean Military Service Law, all healthy men aged 20 to 30 must serve at least 21 months in the army, and those who refuse to serve military service will face prisons from one to 3 years.However, in order to develop the game industry, the Korean government "opens a small stove" -game development engineer and professional players who have achieved good results in the International Game Contest, both are eligible for military service.

E -sports professionalization

Zhang Fan believes that the reason why South Korea is both a big game and a large consumer country, which is inseparable from its network environment.In addition to some basic policy support, the South Korean government will also classify the game, restricting and controlling young people in terms of game content and time.In this way, the game industry is more standardized and more conducive to healthy development.

In addition to the game's packaging, the Korean game industry has also adopted a variety of forms on the consumer side. Among them, the e -sports league is one of the most popular consumption methods.

With the continuous development of domestic e -sports, related occupations such as commentary, coaches, nutritionists, etc. have emerged. "This is a need for newly added marketization." Zhou Lingxiang said.However, the professionalization of e -sports is far from the level of South Korea in my country. The transformation of traditional concepts and short careers are the pain of the professionalization of e -sports in my country.

Song Wei told reporters that Korean e -sports was earlier and has a high degree of maturity.E -sports industrialization has a high degree of market integration.Not only that, Korean e -sports players all packaged in a star, giving the public a healthy and sunshine image, and Chinese e -sports practitioners are often crowned by the society and families with "unreasonable business" hats.

In Zhou Lingxiang's view, China needs to learn the development experience of advanced e -sports industry in South Korea, and can introduce relevant talents to help Chinese e -sports development.The players of China and South Korea and the clubs exchanged and interacted, and grew each other.In addition, the state should formulate the corresponding award mechanism to encourage domestic game manufacturers to export original high -quality games.