Of course, not everyone in this world will enjoy electronic games.
Even though this thing seems harmless.
Once upon a time, there were four commercial television stations in Japan.
And Japanese baseball players.
They all hated electronic games and resented that electronic games took away part of their interests.
What they thought at the time was: if there were no electronic games, perhaps we could have made more profit, and our market would not have been taken away.
Now, the owner of this sports institution is in a similar situation.
As more and more young people become fond of electronic games, this seemingly useless thing gradually takes away their profits and diverts the attention of users who originally belonged to them.
As a result, the money he gets is reduced. How could he possibly be happy?
He angrily rejected the suggestions of his subordinates within the organization.
He believed that electronic games were just a waste of electricity, fundamentally incapable of bringing any benefits. Why should so many people worship them?
He simply couldn't understand.
Although he occasionally played chess games on his computer, he didn't think it was the same. Chess games should at least be considered intellectual products, not games.
At least that's what he thought, so he excluded computer chess games from electronic games.
When he returned home in the evening, his wife was not there. She should have had her own social engagements today.
His wife was also a senior executive in a company and naturally couldn't educate their children every day.
At this moment, the child had been upstairs in the house without coming down.
He was not in a good mood to begin with, and seeing that his child seemed to have stayed indoors all day made his mood even worse.
Entering the child's bedroom, he could faintly hear the iconic music of electronic games.
He was already angry during the day because of electronic games, and now hearing his child's music made him even more furious.
So he barged in without hesitation and started arguing with his child.
In the end, both sides ended the quarrel without happiness.
The child simply didn't care about his father's interests. He cared more about things that made him happy.
Since parents have their own careers and can't spend time with him every day, why shouldn't he find something that makes him happy?
This only made the owner of the sports institution hate electronic games even more.
No, no matter what, he had to do something. He must suppress electronic games, otherwise he would probably earn less and less money.
Having made the decision, he planned to contact some connections tomorrow and figure out a way to deal with electronic games.
After all, this thing had no foundation at all and wouldn't disrupt any existing power structures. It was just a carnival for young people.
Meanwhile, in the South Korean region, the trial version of Starcraft had already been provided in advance to several newly established esports clubs.
These clubs were all established by different South Korean conglomerates.
With the attack of money, it was not a problem to find a group of young gamers.
Then, according to the mature esports club system in Japan, these young gamers would be cultivated.
Real esports was not just about playing games.
Being good at playing games could at best be considered a player.
The hardship of a real esports player was no better than that of a traditional athlete.
Every day, you had to play your once favorite game day and night, just to strive for the first place coveted by countless people.
Even your favorite electronic game might become unbearable during this process, even forced to the extent of never wanting to play it again.
Only the champion would have all the honors.
Actually, esports itself was also somewhat cruel.
But the sense of achievement brought by victory was unparalleled.
In the South Korean region, some online businesses had begun to hold small-scale Starcraft pre-qualifying matches one after another.
Many young people with dreams of gaming poured into the world of electronic games.
The rise of esports in South Korea also bred a generation of decadent young people.
But even without Takayuki, this was the general trend, and Takayuki couldn't change anything.
So, instead of resisting, why not join in?
"Look, this is the latest electronic game called Starcraft. Now, several large companies have offered rewards. As long as you can get first place in the region, you can be rewarded with two million Korean won."
Two million Korean won in prize money was roughly equivalent to fifteen thousand dollars.
This was obviously a tempting offer for young people.
However, only the first place in each region could receive the prize money, and other rankings would not receive any rewards.
"Li Yongli, aren't you good at electronic games? How about playing and trying? Since we're all playing anyway, why not take this opportunity to make some money?"
"Jin Chengmin, you're the best gamer among us. Come on, let's have a game. Maybe we can win the first prize!"
...
In just a short week, young people in South Korea had immersed themselves in esports.
Of course, most of these people were just accompanying players. Only one winner could emerge from each region, and only the winners could be chosen by the conglomerates. Besides being an opportunity to win money, it was also a chance to advance in rank through electronic games.
With the promotion effect of a country, the attention to esports quickly increased. Before the release of Starcraft, esports had already taken the lead, making Starcraft the center of attention.
Now, whether or not they were players, everyone knew that this thing, which was just for entertainment, was being formalized.
But most of the people paying attention were young people. Those who were in their thirties or older, with stable families and careers, were disdainful.
They didn't think that electronic games would make much of a splash. It was just a little carnival for young people. When they matured, they wouldn't be interested in such things anymore.
Even with the support of a nation's power, it was useless. This thing simply couldn't come to the fore.
On one side, there was a group of older people who looked down on it.
On the other hand, many young people had gathered in various online businesses, admiring the young people who made outstanding operations one after another.
At this moment, most of their admiration was envy for the possibility of winning the two million Korean won prize money. As for the quality of the game, they hadn't really invested themselves in it yet.