A Shift in South Korean Parenting
In a quiet home in Seoul, 16-year-old Hong Jung-woo spends seven to eight hours a day focused on his computer screen. He often goes to bed only when he feels sleepy or tired, yet this routine is not a source of conflict in his household. Instead, it has his father’s full blessing. Hong is not neglecting his studies; he is training to become a professional gamer. In March, he will transfer to a specialized e-sports high school to pursue his dream, marking a significant cultural shift in a nation where education is traditionally rigid and gaming was once viewed merely as a distraction or addiction.
This level of parental support represents a changing mindset in South Korea, long considered the global mecca of e-sports. As the industry matures into a multibillion-dollar sector, families are increasingly viewing competitive gaming not as a wasted youth, but as a viable and lucrative career path. The stigma that once surrounded professional gaming is slowly eroding, replaced by a pragmatic recognition of the financial rewards and social status available to top-tier players.
Institutionizing Competitive Gaming
The infrastructure supporting this ambition has expanded rapidly beyond informal gaming cafes, known as PC bangs, into the formal education system. Students can now choose e-sports as a school subject, utilizing textbooks specifically designed for competitive gaming. One such textbook, titled “Highschool e-sports practices,” breaks down the mechanics of popular titles like League of Legends, explaining concepts such as skill points, champion positions, and cooldown times. While some students anecdotally find these materials boring, they signal a formal integration of gaming into the academic curriculum.
Organizations are also working to bridge the gap between play and education. The Korea Scholastic Esports Federation (KSEF) has partnered with the North America Scholastic Esports Federation (NASEF) to foster competitive programs through the lens of academics. Samha Choi, a representative of KSEF, highlighted the goal of establishing a positive education system within institutional frameworks.
“KSEF was established to set up a positive esports education system within institutional education for the development of the Korean game industry and esports industry,” said Samha Choi.
Private academies have also emerged to offer elite training. The Gen.G Elite Esports Academy in Seoul, opened in 2019 by a California-based e-sports company, provides a pathway for students to turn pro while securing their academic futures. The academy offers an English-only program in partnership with Elite Open School, allowing students to earn an American high school diploma. This qualification enables them to apply to universities in the United States on e-sports scholarships, a crucial safety net since South Korean schools do not typically offer admission based on gaming skills.
The Rigorous Life of a Pro Gamer Trainee
Despite the growing institutional support, the life of a student aiming for the professional leagues is grueling. The training regimen at these academies is intense, often beginning early in the morning and continuing late into the night. Students eat lunch in silence before gathering in dimly lit rooms packed with high-powered computers, where coaches help them learn to outmaneuver opponents in digital worlds.
The physical toll of this lifestyle can be significant. Kim Min-soo, a 17-year-old student at one such academy, described his daily routine and sacrifices.
“I sleep only three or four hours a day,” said Kim Min-soo, 17. “But I want to become a star. I dream of an e-sports arena packed with fans all rooting for me.”
Kim wears a brace around his right hand to lessen the pain from repetitive gaming motions. His experience is not unique. Trainees at top academies often practice up to 18 hours a day, a volume that is 60 to 70 percent higher than what players in other regions might endure. Anthony Bazire, a French trainee at a Seoul academy, noted that seeing the work ethic of South Korean players pushed him to train harder.
The pressure to perform is constant. In South Korea, players are expected to do homework on their game before playing it, because disrupting the team’s efficiency can lead to expulsion. The environment is deadly serious, demanding a level of dedication that leaves little room for a typical teenage social life.
Economic Potential and Role Models
The allure of this grueling lifestyle is driven by the immense potential for fame and fortune. The global e-sports market was valued at USD 1.97 billion in 2023 and is projected to reach USD 5.18 billion by 2029. In South Korea, top players enjoy the celebrity status of K-pop idols or traditional sports stars.
The most prominent example is Lee Sang-hyeok, known by his gaming handle “Faker.” He is widely considered the greatest League of Legends player of all time. Having dropped out of high school to pursue his career, Faker has won the World Championship six times and earns a salary estimated at several million dollars annually. His success story serves as a powerful motivator for students and parents alike.
Faker’s influence extends beyond the game. He became a part-owner of his team, T1 Entertainment & Sports, signaling a long-term career in the industry even after his playing days end. T1 has also established its own academy to cultivate the next generation of talent. Bin Wang, the Head of T1’s Business Department, emphasized the importance of this educational branch.
“We expect this to bring about innovative development in the esports education fields of Korea and Japan,” said Bin Wang.
For many young South Koreans, e-sports is now the fifth-most popular future job, ranking just after athletes, doctors, teachers, and digital content creators. The possibility of achieving similar stardom to Faker makes the sacrifices of training seem worthwhile to ambitious families.
The High Cost of Competition and Short Careers
However, the path to professional gaming is incredibly narrow and risky. There are only 10 franchised professional e-sports teams in South Korea competing in League of Legends, the most popular game in the country. These teams hire only about 200 players total. The vast majority of aspirants will never make the cut.
For those who do not succeed, the consequences can be severe. Without good grades or high school diplomas, former gamers often find themselves with limited job prospects in the traditional economy. The career span of an e-sports athlete is also exceptionally short. Most players retire before they turn 26, often due to the onset of mandatory military service for South Korean men or because younger, faster players replace them.
This reality underscores the importance of the educational components being added to academies. Programs like the one at Gen.G encourage students to maintain their academic studies so they can pivot to other roles within the industry, such as streaming, marketing, or data analysis, or attend university. The contrast between the few who make millions and the many who struggle to find work creates a stark dichotomy in the e-sports landscape.
A Global Movement Taking Root
While South Korea remains the epicenter, the formalization of e-sports education is a global trend. In the United States, high school e-sports is booming, with over 100,000 students competing nationwide through leagues like the High School Esports League (HSEL). Schools such as Calvert Hall College High School in Maryland have invested heavily in dedicated facilities, treating e-sports as a mainstream varsity activity.
Japan has also made significant strides. The STAGE:0 tournament, organized by Dentsu, has grown into one of the country’s largest high school e-sports competitions, connecting thousands of students and fostering a cheering culture similar to traditional high school baseball tournaments. The JIKEI COM Group recently signed a business alliance with T1 Esports Academy to further professionalize education in Japan and South Korea.
Even nations with smaller e-sports footprints are preparing for the future. With the International Olympic Committee announcing the 2027 Esports Games and the 2032 Brisbane Olympics approaching, countries like Australia are looking to develop talent pathways and infrastructure. This global recognition validates the career aspirations of students like Hong Jung-woo, positioning e-sports as a legitimate international pursuit.
Growing Pains in the Classroom
Despite the progress, the integration of gaming into education is not without friction. Tensions remain between traditional educational expectations and the new gaming culture. A recent incident in Seoul highlighted these challenges when a high school senior assaulted his teacher after being scolded for playing mobile games during class.
The student, who struck the teacher in the face with his hand holding the phone, ignored orders to leave the classroom and threw teaching materials. The Seoul Metropolitan Office of Education reported the incident, and the school requested a disciplinary review. While this is an extreme case, it illustrates the behavioral conflicts that can arise when gaming addiction or obsession clashes with authority in conventional school settings.
These incidents serve as a reminder that while specialized e-sports schools offer a structured environment for enthusiasts, the broader public school system is still grappling with how to manage gaming distractions. The divide between the specialized academies and traditional schools reflects the broader societal debate over the place of video games in a young person’s life.
Key Points
- South Korean parents are increasingly supporting e-sports careers, leading to a rise in specialized high schools and academies for gaming.
- Training is intense, often exceeding 12 hours a day, with high physical and mental demands on students.
- The global e-sports market is projected to grow from $1.97 billion in 2023 to $5.18 billion by 2029, driving economic interest.
- Role models like Faker demonstrate the potential for immense wealth and fame, though professional slots are scarce.
Educational programs now integrate STEM and career planning to provide safety nets for players who do not turn professional.
Conflicts still occur in traditional schools over gaming behavior, highlighting the cultural transition still underway.