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When this industry first started,
there was just Starcraft 1, and 2 wasn't released yet.
There weren't a lot of options to choose from.
Back then it was very very small. Warcraft 3 was out there
for more then 10 years already, so it started to actually decline quite a lot.
Starcraft 2 was released about ten years later,
along with a wide variety of other games.
This allowed for the single big cluster of fans to spread out to other genres of games.
Suddenly, it also became a really big industry
since you had the bandwidth to go for video streaming
instead of just sending the audio through.
So, then the audience and viewership in general just grew so massively.
Unlike the past generation,
close to ninety percent of South Korean youth
enjoy some form of video game and computer game.
Within Europe, Germany has probably the most advanced
eSports scene besides Sweden,
and that was something that we already started back in Warcraft 3.
It was kind of a game that--
Warcraft 3 and Counter Strike are probably the two games
that really influenced the European scene.
When you come to Korea, of course, it's on a little bit of a different scale.
We have the ability to bring in popular players to one studio
in a short amount of time and produce a show.
I believe that Korea is much better suited for these shows than the U.S. is,
due to its smaller geographic area and advanced Internet connectivity and speed
compared to other countries.
eSports will grow a lot because the technology is there now.
We have the bandwidth, and it's getting better every single time.
Latency between regions is not much of an issue anymore.
We should strive for a market where fans are able to enjoy various games.
And I believe this will be achieved in 5 years.
I believe eSport is an industry that will make a big cultural impact,
and I’d like to demonstrate that this can become a successful industry.
That is my personal goal, and the reason why I am working in this field.