Starcraft was released in early 1998. Starcraft is a real-time science-fiction strategy game by Blizzard Entertainment, Starcraft practically gave birth to large scale competitive video game play. It has been designated a “cultural phenomena” in Korea, where professional video game players are more celebrated than soccer stars (Bremen 2007). In a decade the game had sold over 9.5 million copies. Most of these copies were sold in Asian countries, namely South Korea. Starcraft is the most televised sport in South Korea, with two major TV stations, Ongamenet and MBCGame, dedicated to Starcraft. Starcraft is a major part of the South Korean economy. The gaming market is expected to be worth $5.5 billion this year with a 17 percent growth rate, according to the Korea Creative Content Agency (KOCCA). Starcraft fills stadiums with avid fans, which in turn attracts major advertisements and prize pools. Major companies like Samsung, SK Telecom, and Korean Air.Starcraft is still a growing e-sport even though its release was over a decade ago, and with the new release of its sequel, it is expected to gain even more world wide popularity. The game was release only two months ago and already tournaments have been played giving gamers thousands of dollars in prize money. But with the sequel, Blizzard Entertainment, the creators of Starcraft have held on to the broadcasting rights. They understand the potential their game has to create money even after its release. They are selling the rights to companies in Korea to broadcast Starcraft II.
References
1. Bremen. (2007). Game Over? - Commodification of MMORPGs. Retrieved from http://benjamin-haller.eu/projects/mscThesis/mscThesisBenjaminHaller.pdf.
2. KeSPA. (n.d.). Retrieved from http://www.e-sports.or.kr/KeSPA07Eng.kea#rank
3. Stout. (2010). StarCraft II shakes up S. Korea's 'national sport'. Retrieved from http://www.cnn.com/2010/TECH/gaming.gadgets/07/27/south.korea.starcraft/index.html



