JAKARTA— South Korean teenager Yoon Ki-chan sleeps only three hours a day but spends more than triple his time playing online games. But this was done with the blessing of his parents and teachers, as he dreamed of becoming the best pro League of Legends player.

Yoon and his colleagues are the next generation of gamers in South Korea. They are a thriving esports generator whose players have won the Riot Games League of Legends World Championship six times since the most-watched esports event began in 2011.

They would also benefit from the country's announcement in August that it would remove a decade-old law that bars children under 16 from playing online games on computers from midnight to 6 a.m. This was done, based on a growing consensus that young people are increasingly using their cell phones instead.

"I suffered a lot because of the law. I usually don't get much sleep, so I studied different things during the closing hours. If it weren't for the law, I could be a better player now," said Yoon, who says he can play at least four more hours now since he was 16 this year.

South Korea's move is in contrast to China, the world's largest esports market, which in late August drastically limited the amount of time children under 18 could spend on video games to just three hours a week.

Esports will also appear as a medal sport for the first time at the Asian Games in Hangzhou next year.

"China's gaming regulation could be a pretty good opportunity for us to build strength and regain esports initiatives," said Park Se-woon, vice president at the Seoul Game Academy which offers programs to nurture professionals.

Park said private academies have seen a 30-fold spike in daily consultations since starting the program in 2016.

Despite rising international status and interest among aspiring professional players, government support for the esports industry, which is estimated to be worth around 17.9 trillion won in 2020, is still lacking, experts say.

The esports and gaming sector received 67.1 billion won of the 604.4 trillion won of the national budget for next year.

But the Ministry of Culture, Sports and Tourism wants to do more, especially ahead of competitions being hosted such as the Asian Games, an official said without providing details.

Meanwhile, the space has been filled with investment from big business and private educational institutions.

Instant noodle maker Nongshim Co Ltd launched its professional League of Legends gaming team, Nongshim RedForce, late last year, joining other South Korean conglomerates that have seen potential in the industry.

Among them are SK Telecom Co Ltd of SK Group, Hyundai Motor Co affiliate Kia Corp, Hanwha Life Insurance of Hanwha Group and KT Corp.

"The esports industry has continued to grow, but state-led support measures have been weak, with corporate sponsors and private academies notably driving the industry," said Oh Ji-hwan, CEO of Nongshim E-Sports.

Oh said businesses regard the esports scene as a platform to reach out to the younger generation and enhance their brand image.

The SK Telecom-backed T1 team, where 'Faker', the most famous League of Legends player of all time, opened an esports academy last month. The 20-week program cost 5.6 million won, but applications are flooding in, he said.

To date, there is only one school in South Korea that has an esports academic curriculum that aims to nurture professional gamers. Yoon himself makes a two-hour round trip to Eunpyeong Meditech High School every day to increase his chances as a pro player.

Oh from Nongshim said support for gaming talent from the government and the private sector is very important because the South Korean market will never be as big as the United States or China. "Focus on talent is key," he said. "The accumulation of talent development knowledge should be our strength."


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