[閒聊] NY Times對韓國電子競技的報導消失

看板LoL作者時間9年前 (2014/10/23 18:26), 編輯推噓35(3839)
留言50則, 44人參與, 最新討論串1/1
http://ppt.cc/Kj48 SEOUL, South Korea — Top video game players in South Korea are household names. Millions of people tune in to watch game competitions on television. The largest Internet portal, Naver, has its own section covering the results. Competitive video gaming is now taking off in places like the United States, attracting thousands of people to major events. But in South Korea, more than anywhere else, it has already oozed into mainstream culture. Couples going to game clubs is about as common as couples going to the movies. Time and again, South Korea has provided glimpses of technology-related transformations before they expand globally, including widespread broadband availability and smartphone adoption. The country has also led in professional video game competitions, often called e-sports, creating organized leagues, training well-financed professional teams and filling giant stadiums with frenzied fans to cheer on their favorite players. Such excitement was on display in Seoul on Sunday, when more than 40,000 fans filled the outdoor soccer stadium used for the 2002 World Cup semifinal to watch the world championship for League of Legends, one of the world’s most popular games. On stage, two teams of five players sat in front of computers wielding mouse and keyboard to control fantastical characters in a campaign to destroy the opposing team’s base. Three huge screens displayed the action. The clear favorite of the raucous crowd was Samsung White, a team of Koreans that tore through the playoffs. The throng of fans erupted early on, when a Samsung White player wielded a spear to kill a player from the Star Horn Royal Club, a team of three Chinese players and two Koreans. Samsung White went on to win the championship and $1 million in prize money. “Pro gaming exists in its current form and size in large part thanks to the people who made it possible in South Korea,” said Manuel Schenkhuizen, a Dutch pro gamer. “Other countries took years to catch up and are to this date trying to mimic some of their successes.” The prowess of the country’s e-sports players is a point of national pride. Recently there has even been hand-wringing about Samsung White’s not winning dominantly enough in an earlier round of the championship tournament, when it lost one of four games to Team SoloMid, a North American team. Last week, people at one of the many Internet cafes here, known as a PC bang, debated how the League of Legends tournament would conclude. One ninth grader, Han Song-wook, said he had followed the rise of Samsung White for two years, in part because of the team’s aggressive play and creative, bold moves. “Even back then I saw they had potential,” he said. “Their moves were great.” Though gamers and industry insiders have different theories about how e-sports became so popular in South Korea, nearly all versions start in the late 1990s. At the time, in response to the Asian financial crisis, the South Korean government focused on telecommunications and Internet infrastructure. By 2000, a vibrant community of gamers emerged, largely thanks to PC bangs that used the new connections. The clubs acted as a sort of neighborhood basketball court where gamers could test their skills. The government also became involved, creating the Korean E-Sports Association to manage e-sports. Cheap television stations took off as well, a result of the new infrastructure, and it was only natural that one, then more, would focus on e-sports. “Fourteen years ago, you had a government that gave a thumbs-up to e-sports — it was professionally organized, and it was on television, so it became a mainstream thing,” said Jonathan Beales, an e-sports commentator. “The way soccer is around the world.” StarCraft, a game released by Blizzard Entertainment in 1998, quickly became a mainstay of South Korea’s professional gaming leagues. With investment and organizational help from Blizzard itself, professional tournaments quickly outgrew the cramped PC bangs, first moving to hotel ballrooms and eventually stadiums. In 2004, the final of the StarCraft pro league attracted 100,000 fans to Gwangalli Beach in the southern beach city of Busan. “That was the big dog — that really was when we knew, ‘Oh, my goodness, this has gone to an entirely different level,’ ” said Paul Sams, Blizzard’ s chief operating officer. The game clubs remain an important arena for gamers, though. On a recent Thursday night in a residential area of Kangdong in southeastern Seoul, a PC bang was filled with high-school students. They sat in plush chairs in front of large-screen PCs, barking strategies or crying out in joy or frustration. After gunning down a friend with an assault rifle in the game Sudden Attack, Kang Mi-kyung, 15, said she was at the PC bang about five times a week. “I love this game, though I think it’s too violent,” she said, adding that she comes mostly to see friends, including some male friends she does not see at her new high school. Bae Ye-seong, 18, who stood at a computer bank watching his friends play out a match of League of Legends, struggled to say why he played games. “Playing League of Legends isn’t necessarily important for friendship,” he said, “but it’s just a big part of our world.” About a decade ago, companies began to see the promise in sponsoring e-sports stars. Before long the companies, like Samsung, the giant technology company, and CJ Games, one of Korea’s most successful game developers, were sponsoring teams that lived in communal houses and trained 12 hours a day. That professionalism has spread outside Korea, with sponsors putting together training houses for gamers in recent years in the West. Still, few players take the games as seriously as those in South Korea. In part that may be because of the perks of stardom that surround top players here. One of the players on CJ Entus, a team sponsored by CJ Games that came in second in the League of Legends world championship in 2012, recalled how a female fan followed him to competitions for two years taking photos. She ultimately sent him an album of all the shots she had taken. “That was nice,” said the blushing player, who goes by the on-screen handle Shy. Still, the life of an e-sports star is not all glamour. Players must practice relentlessly, spending their days in front of a screen. While the coach of CJ Entus, Kang Hyun-jong, said he tried to encourage players to enjoy themselves, the real goal was clear. “The best way for players to enjoy themselves is to know how to win,” he said. One of the most famous members of CJ Entus, Hong Min-gi, said he still enjoyed playing the game, despite the commitment. In part, he said, it was because he usually won. “I still get motivated when I beat someone,” he said. The cutthroat attitude no doubt helps South Korean teams in major competitions. The country’s success at League of Legends has led several Western teams, including the North American team Cloud9 and the European team Fnatic, to visit to see how teams practice. Many foreign teams have also tried to emulate the group living and training approach used in South Korea, often without the desired results. But the monomania of gamers here has also led to concerns about addiction and the potential harm caused by spending too much time playing games. Occasionally, news articles report on a gamer’s dying of exhaustion in a PC bang after playing for days without rest. A law requires the clubs to force children under 18 to leave after 10 p.m. Jun Byung-hun, a South Korean National Assembly member and the head of the country’s e-sports governance body, KeSPA, said there was still a lot of ignorance from older generations about video gaming. He had pushed for moderation in the drive to regulate gaming. “In Korea, games are the barometer of the generation gap,” he said in an interview. Parents view games as distractions from studying, he said, while children see them as an important part of their social existence. Mr. Jun is promoting new educational guidelines that encourage schools to warn students about addiction, while also helping parents better understand gaming. “The best way to avoid addiction is for families to play games together,” he said. Mr. Jun has also helped push through a number of initiatives to encourage South Korean institutions to treat e-sports like real sports. Most recently he helped convince Chung-Ang University, a top Korean college, to admit two students based on their successes in e-sports. Days before the League of Legends championship, in the hotel near the stadium where Samsung White trained, Cho Se-hyoung, the team’s leader, said the pressure he felt from the country’s rabid fan base was immense. He hinted that at 20 years old, he was contemplating retirement. Even after winning the championship on Sunday, Mr. Cho apologized for not showing more creativity during the day’s event. But talk of changing careers seemed more distant. He said the team had to get back to work to prepare for future competitions. Asked how he viewed himself, he said, “I’m a sports player.” Correction: October 22, 2014 An article on Monday about competitive video gaming in South Korea misstated the name of a top Korean college that recently admitted two students based on their successes in e-sports. It is Chung-Ang University, not Chungnam National University. -- 頂尖職業選手的風采 台灣重王5EN http://i.imgur.com/sLPbUkS.gif
清朝蟲王師哥 http://ppt.cc/CIbW 第一AP FAKER http://ppt.cc/zfQ4 中國AP小白 https://www.youtube.com/watch?v=NsvHovG9yaw
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10/23 18:29, , 1F
嗯哼
10/23 18:29, 1F

10/23 18:29, , 2F
恩恩 原來如此
10/23 18:29, 2F

10/23 18:30, , 3F
快推 不然別人以為我看不懂
10/23 18:30, 3F

10/23 18:30, , 4F
果然
10/23 18:30, 4F

10/23 18:31, , 5F
你這樣講不就讓別人認為你看不懂嗎= =
10/23 18:31, 5F

10/23 18:31, , 6F
給韓國滿大的肯定的 還滿不錯的一篇
10/23 18:31, 6F

10/23 18:32, , 7F
第二段末.. 所以很多韓國妹子也愛看打LOL?
10/23 18:32, 7F

10/23 18:32, , 8F
紅明顯 跪求懶人包
10/23 18:32, 8F

10/23 18:33, , 9F
原來是這樣啊,難怪
10/23 18:33, 9F

10/23 18:35, , 10F
寫得不錯
10/23 18:35, 10F

10/23 18:36, , 11F
原來是這樣啊
10/23 18:36, 11F

10/23 18:36, , 12F
http://imgur.com/a/l12gM 還有篇PB對電競的報導
10/23 18:36, 12F

10/23 18:36, , 13F
看有沒有人要翻
10/23 18:36, 13F

10/23 18:36, , 14F
為啥用英文看眼睛好痛
10/23 18:36, 14F

10/23 18:38, , 15F
各種吹捧阿
10/23 18:38, 15F

10/23 18:38, , 16F
原來如此 恩恩.........
10/23 18:38, 16F

10/23 18:39, , 17F
從比賽就看得出來了
10/23 18:39, 17F

10/23 18:41, , 18F
落落長
10/23 18:41, 18F

10/23 18:41, , 19F
ㄟㄟ 真的是把韓國人捧上天了欸 樓下你說說看
10/23 18:41, 19F

10/23 18:41, , 20F
同感 不知道之後會怎麼改
10/23 18:41, 20F

10/23 18:42, , 21F
補推
10/23 18:42, 21F

10/23 18:43, , 22F
10/28 Kespa會公布改革和聽取大家意見
10/23 18:43, 22F

10/23 18:48, , 23F
看到快乞笑 好多
10/23 18:48, 23F

10/23 18:49, , 24F
寫的不錯
10/23 18:49, 24F

10/23 18:50, , 25F
選手和教練身上揹負的重量真的差很多
10/23 18:50, 25F

10/23 18:53, , 26F
恩~ 原來是這樣啊~ (跪求翻譯雞~
10/23 18:53, 26F

10/23 18:54, , 27F
政府真的幫他們很多 還有選手們的心態真的不同 他
10/23 18:54, 27F

10/23 18:55, , 28F
們會當自己是運動員 反觀...
10/23 18:55, 28F

10/23 18:58, , 29F
跟我想的一樣嘛
10/23 18:58, 29F

10/23 18:59, , 30F
雖然看不懂還是要假裝推一下看完了
10/23 18:59, 30F

10/23 18:59, , 31F
真的假的是這樣喔....
10/23 18:59, 31F

10/23 19:01, , 32F
果然還是有提到電競史上最多人的廣安里海灘大戰
10/23 19:01, 32F

10/23 19:01, , 33F
真的是難以被超越的一個成就
10/23 19:01, 33F

10/23 19:09, , 34F
好長= =反正在說韓國電競環境普及成熟吧?!
10/23 19:09, 34F

10/23 19:10, , 35F
不翻譯就算了 也不整理就直接複製貼上來- -
10/23 19:10, 35F

10/23 19:14, , 36F
看不懂怒噓
10/23 19:14, 36F

10/23 19:18, , 37F
好長= = 真的懶得看
10/23 19:18, 37F

10/23 19:23, , 38F
看得懂但好長有點懶..
10/23 19:23, 38F

10/23 19:34, , 39F
原來是這樣 恩恩
10/23 19:34, 39F

10/23 19:40, , 40F
我很同意這篇文章
10/23 19:40, 40F

10/23 19:44, , 41F
說的真精闢 好文推推
10/23 19:44, 41F

10/23 19:47, , 42F
看不懂啦
10/23 19:47, 42F

10/23 19:51, , 43F
所以韓國要統一了?
10/23 19:51, 43F

10/23 20:04, , 44F
看一半懶得看了 大意是韓國電靜的發展與成就 就降
10/23 20:04, 44F

10/23 20:09, , 45F
期待28號KeSPA的改革發表跟公聽會
10/23 20:09, 45F

10/23 20:14, , 46F
c大要即時翻譯整理嗎xd
10/23 20:14, 46F

10/23 20:14, , 47F
回家如果沒人翻我在幫忙翻譯~ 推推
10/23 20:14, 47F

10/23 21:20, , 48F
有道理
10/23 21:20, 48F

10/23 22:05, , 49F
跟我寫出來的英文文章差不多
10/23 22:05, 49F

10/23 23:57, , 50F
恩恩 跟我想的一樣
10/23 23:57, 50F
文章代碼(AID): #1KIDVkwl (LoL)