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  2. PC bang - Wikipedia

    en.wikipedia.org/wiki/PC_bang

    PC bangs rose to popularity following the release of the PC game StarCraft in 1998. [4] At the time South Korea had a thriving computer industry with Internet use reaching over 50% of the population. As of 2002, 25 million citizens were using the Internet, and 14.4 million Korean homes were equipped with Internet access. [5]

  3. Crazy Arcade - Wikipedia

    en.wikipedia.org/wiki/Crazy_Arcade

    Crazy Arcade (Korean: 크레이지 아케이드) is a free South Korean online multiplayer game developed by Nexon. It was first published in 2001. It has offered up to five different game modes throughout its history: Bomb and Bubbles (BnB), Tetris, Hidden Catch, Dizzy Pang, and Bz, but the latter four were eventually removed from the game.

  4. CrazyGames - Wikipedia

    en.wikipedia.org/wiki/CrazyGames

    CrazyGames is a Belgium-based, globally operating game website specializing in online games that can be played in-browser.The platform has about 4,500 games available across a variety of genres and categories, ranging from action to puzzle and sports games, as well as solo or multiplayer games.

  5. Neowiz MUCA - Wikipedia

    en.wikipedia.org/wiki/Neowiz_MUCA

    Neowiz MUCA or Neowiz Music Cafe (formerly known as Pentavision and Pentavision Studio) is a South Korean recording studio and video game developer. The team are developers for the DJMax series and TapSonic series.

  6. South Korean web culture - Wikipedia

    en.wikipedia.org/wiki/South_Korean_web_culture

    Cyberculture in South Korea is more like a virtual community culture than anything else. Most of the Internet users are in the 13–50 age range [citation needed]. People often access the Internet through cyber cafes (Korean: PC방; PC bang). Most of the activities are targeted to teenagers and college students.

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  8. Video games in South Korea - Wikipedia

    en.wikipedia.org/wiki/Video_games_in_South_Korea

    The video game industry makes up a significant share of South Korea's GDP. [27] It is estimated that the game market pulls in approximately 5 billion dollars annually along with the millions of dollars that are also traded in illegal gambling and betting that stimulates South Korea's informal economy. [27] Due to the huge popularity of e-sports ...

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