▁mas cot , ▁and ▁used ▁an ▁Olympic ▁Games ▁inspired ▁logo . ▁ ▁Organ izations ▁from ▁each ▁particip ating ▁country ▁conducted ▁pre lim inary ▁events ▁at ▁a ▁regional ▁level , ▁before ▁conduct ing ▁national ▁final s ▁to ▁determine ▁the ▁players ▁best ▁su ited ▁to ▁represent ▁them ▁in ▁the ▁main ▁World ▁Cy ber ▁Games ▁tournament ▁event . ▁ ▁All ▁events ▁had ▁areas ▁for ▁spect ators , ▁but ▁the ▁tournament ▁could ▁also ▁be ▁viewed ▁over ▁internet ▁video ▁streams . ▁ ▁Besides ▁providing ▁a ▁platform ▁for ▁tournament ▁g aming , ▁the ▁World ▁Cy ber ▁Games ▁was ▁used ▁as ▁a ▁market ing ▁tool ; ▁spons ors , ▁such ▁as ▁S amsung , ▁using ▁the ▁space ▁around ▁the ▁ven ue ▁to ▁set ▁up ▁product ▁demonstr ations ▁and ▁st alls . ▁ ▁In ▁addition , ▁advert is ers ▁saw ▁the ▁event ▁as ▁a ▁good ▁means ▁to ▁reach ▁young ▁male ▁aud ien ces , ▁who ▁may ▁not ▁be ▁exposed ▁to ▁traditional ▁advert ising ▁streams ▁via ▁television . ▁ ▁History ▁ ▁In ▁ 2 0 0 0 , ▁the ▁World ▁Cy ber ▁Games ▁was ▁formed , ▁and ▁an ▁event ▁was ▁held ▁titled ▁" The ▁World ▁Cy ber ▁Game ▁Challenge ", ▁which ▁began ▁with ▁an ▁opening ▁ceremony ▁on ▁ 7 ▁October . ▁ ▁The ▁event ▁was ▁spons ored ▁by ▁the ▁Republic ▁of ▁Korea ' s ▁Ministry ▁of ▁Culture ▁and ▁Tour ism , ▁Ministry ▁of ▁Information ▁and ▁Communic ations , ▁and ▁S amsung . ▁ ▁It ▁brought ▁together ▁teams ▁from ▁ 1 7 ▁countries ▁to ▁comp ete ▁against ▁each ▁other ▁in ▁PC ▁games ▁including