It has been made public that 22-year old professional gamer Chun Jung Hee (Sweet) [wikipedia biography] will soon start fulfilling a mandatory draft in his motherland of South-Korea and that the player will therefore end his Warcraft III career.
He is not the first professional Korean Warcraft III player to be drafted, a famous example is Dae Ho Kim (ShowTime) who was in his days one of the most recognized professional gamers in the world. All Korean players eventually have to face the draft, which has lead to the Korean air force opening up their own StarCraft division of which members (former professional gamers) represent the air force in professional competition.
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About every six months since 2004 the best four Warcraft III teams are determined in a online competition known as the ‘Warcraft 3 Champions League’ and following this compete in a tournament somewhere in Europe (usually Germany) to determine which team is the strongest.
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It has been reported that three professional Warcraft III players will serve as olympic torch carriers. Most notable of the three is world cyber games champion Xiaofeng Li (Sky), also carrying the torch will be his main rival in the asian region: Korean Jang Jae Ho (Moon) as well one of his strongest domestic rivals: Beijing resident Zhou Cheng Long (Sai).
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Chengdu, China has been announced as the location for the 2009 World Cyber Games. This marks the return of the prestigious tournament to Asia after the 2005 edition which took place in Suntec City, Singapore.
China has been growing fast the past few years as a major player in the world of international competitive gaming, following Germany (30,6%) and South Korea (21,0%) it is the country where the biggest share (18,5%) of prize-money Warcraft III competitions took place in 2007. The country is estimated to have a following for competitive gaming numbering in the millions.
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The big debate in professional competitive gaming (eSports) has always been how to fight society’s stereotypes about gaming and make our little subculture accessible to outsiders. This has often been tried by major tournament organizers by investing heavily in make-belief, for example often games with little competition or following are presented as main games of eSports; usually sporting, racing or fighting games, with the assumption that outsiders can relate better to these games then the complicated to follow most intense disciplines of eSports such as Warcraft III.
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