Historiography of Korean Esports: Perspectives on Spectatorship

Authors

  • Dal Yong Jin Simon Fraser University

Keywords:

esports, historiography, spectatorship, youth culture, digital games

Abstract

As a historiography of esports in Korea, this article documents the very early esports era, which played a major role in developing Korea’s esports scene, between the late 1990s and the early 2000s. By using spectatorship as a theoretical framework, it articulates the historical backgrounds for the emergence of esports in tandem with Korea’s unique sociocultural milieu, including the formation of mass spectatorship. In so doing, it attempts to identify the major players and events that contributed to the formation of esports culture. It periodizes the early Korean esports scene into three major periods—namely, the introduction of PC communications like Hitel until 1998, the introduction of StarCraft and PC bang, and the emergence of esports broadcasting and the institutionalization of spectatorship in the Korean context until 2002.

Author Biography

Dal Yong Jin, Simon Fraser University

ProfessorHe finished his Ph.D. degree from the Institute of Communications Research at the University of Illinois at Urbana Champaign in 2004. His major research and teaching interests are media industries, new media and convergence, globalization and media, transnational cultural studies, telecommunications policy, and the political economy of media and culture. He is the author of a forthcoming book entitled Hands On/Hands Off: The Korean State and the Market Liberalization of the Communication Industry, and his recent work has appeared in several scholarly journals, including Media, Culture and Society, Games and Culture, Telecommunications Policy, Television and New Media, Information Communication and Society and Javnost-the Public.

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Published

2020-06-29

Issue

Section

Articles