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Korea's Online Gaming Empire$
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Dal Yong Jin

Print publication date: 2010

Print ISBN-13: 9780262014762

Published to MIT Press Scholarship Online: August 2013

DOI: 10.7551/mitpress/9780262014762.001.0001

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PRINTED FROM MIT PRESS SCHOLARSHIP ONLINE (www.mitpress.universitypressscholarship.com). (c) Copyright The MIT Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MITSO for personal use.date: 28 May 2022

eSports and Television Business in the Digital Economy

eSports and Television Business in the Digital Economy

(p.59) 4 eSports and Television Business in the Digital Economy
Korea's Online Gaming Empire

Dal Yong Jin

The MIT Press

This chapter examines the development of eSports (electronic sport and the leagues that compete through networked games and related activities). It documents the history of eSports and discusses the ways in which eSports became a cultural phenomenon in the Korean context. Second, it investigates the role of eSports in the growth of the online game industry and professional game players. Finally, it discusses the reasons that cable and network broadcasters are invested in eSports by focusing on the convergence of telecommunications and broadcasting, which is one of the major issues of the digital economy and culture.

Keywords:   online games, online gaming, electronic sports, Korean gaming culture, online game industry, telecommunications, broadcasting

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