Korea¡¯s rapid economic growth began to get tangible results in the 1980s, fueling the formation of a broad middle class. Members of the middle class had more disposable income to invest in their children, one manifestation of which was the home computer.
In 1989, the Korean government announced it would require computer education for elementary school students to train them for future industries. That made a big impact on education-conscious Korean parents. Academies teaching computer skills sprouted up around the country, and many families bought home computers to ensure their children had the education they needed for the future.
But back then (just as today), kids had little interest in using those computers to study. Instead, the home computer fad served to massively boost the game-playing population. Those home computers effectively became children¡¯s gaming devices, and computer skills academies hosted informal swap meets where games circulated freely. Thus, the computer education boom of the late 1980s is one of the main reasons that computer games have a much larger share of the market than console games in Korea, in contrast with Western countries.
As computer bulletin board systems began to proliferate in Korea in the 1990s, enthusiasts of various kinds congregated in clubs on the online bulletin boards. Just as most of the first generation of songwriters who helped shape today¡¯s K-pop originated in hip-hop, pop and rock clubs on those early bulletin boards, it was in various online clubs that the first generation of Korean game developers came together to swap ideas about making domestic games. The digital boom that had begun with computer education would prove fertile soil for the heyday of Korean gaming in the 2000s.