The Seoul Economic Promotion Agency (SBA, CEO Kim Hyun-woo), a small and medium-sized business support agency leading the revitalization of Seoul’s game and e-sports industry, held the e-sports and game festival ‘GAME SHOW BOX’ at Gwanghwamun Square from the 16th to the 19th. presented. As the global e-sports market continues to grow, e-sports is growing into one of Korea’s representative industries. Additionally, the number of fans of e-sports is steadily increasing. Now, games are becoming a popular leisure culture enjoyed by the majority of the people, rather than something enjoyed by a small number of people.
As e-sports and games have grown into a cultural industry, the world’s largest e-sports competition, the ‘2023 League of Legends World Championship’, is being held in Seoul, and related industries are expecting direct and indirect economic effects to reach at least 200 billion won.
In line with this trend, the Seoul Economic Promotion Agency plans to hold Seoul’s representative e-sports and game festival, Game Show Box, every year starting this year.
The Game Show Box held this time displayed games from 12 excellent companies, including game content production and marketing support companies supported by the Seoul Economic Promotion Agency and companies residing in the Seoul Game Content Center, a game-specialized incubating facility located in Sangam-dong, Mapo-gu, allowing citizens who came to Gwanghwamun Square to enjoy the game. It is designed so that you can directly experience the charm and fun of a unique game.
At these large-scale e-sports and game festivals, small and medium-sized game companies obtain vivid reviews and feedback from game participants and use it as a QA (Quality Assurance) stage for games, which is essential but difficult to promote due to constraints such as cost and manpower, to improve the completeness of the game. You have the opportunity to improve. Additionally, games can be promoted through various types of experiential marketing.
This Game Show Box is Seoul’s representative e-sports and gaming cultural event that allows games to be enjoyed by various generations, rather than being limited to just a few generations. It was planned to promote win-win cooperation and mutual growth between large and small game companies in connection with the brand power and influence of global e-sports competitions.
In addition, as part of the Seoul Metropolitan Government’s key project companion program, the underprivileged were invited to the ‘E-Sports Cultural Tour’ to expand opportunities to enjoy culture, such as on-site game experiences and game live concerts. We provide continuous cultural opportunities, including inviting over 200 people to the LCK (League of Legends Champions Korea) spring finals in April and the League of Legends Asian Games national team evaluation match in September, and over 100 people to the Seoul Con held in December. I’m doing it.
The Seoul Economic Promotion Agency expanded the scope of the ‘Seoul Cup’, a national high school e-sports competition amateur e-sports competition held since last year, to include middle school students in addition to high school students. It was planned in two formats, a summer season and a season final, and received such great interest that over 4,500 people from 1,706 teams across the country participated, and the final was successfully held at Seoul e-Stadium on the 11th. At the site, a cheering match for the athletes, school, and a match prediction event were held. A parent of a player who visited the site said, “I hope there will be continuous competitions for students,” and added, “It was a new experience to be able to see various positions such as casters and broadcast PDs needed to run the competition at the site.”
In addition, we are promoting a new ‘e-sports education base revitalization support project’ to promote the growth of youth e-sports career paths, providing various e-sports career exploration programs to about 3,000 elementary, middle, and high school students in Seoul, including league planners, broadcast PDs, and streamers. It helped young people broaden the scope of their career and career exploration. For teachers, it was promoted as an opportunity to change positive perceptions of e-sports.
Kim Hyun-woo, CEO of the Seoul Economic Promotion Agency, said, “Through the Game Show Box event in connection with the world’s largest global e-sports competition, we have an opportunity to announce that games have the potential to develop into a cultural industry with fandom and competitiveness, rather than content enjoyed only by a select generation. “I think it will happen,” he said. “We want to establish Game Show Box as an event that can serve as an opportunity to strengthen Seoul’s branding as a leading global e-sports and gaming city.”
He continued, “We will provide opportunities for small and medium-sized developers to secure a variety of users, thereby contributing to strengthening the competitiveness of game companies and revitalizing Seoul’s economy, and working toward the gaming and e-sports industries so that Seoul can become a leading e-sports city.” . [박준형 기자]
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