eSports and Television Business in the Digital Economy
eSports and Television Business in the Digital Economy
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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