Abstract
e-Sports has been selected as an associated event for the 2025 Osaka World Expo, and is an official event at the 2026 Nagoya Asian Games. There is also a possibility that e-Sports may be selected as an official Olympic event, and efforts are underway to turn it into a sport.
The main focus of this research is to review ``e-Sports facilities,'' which are an important element in conducting e-Sports businesses. Rather than the current entertainment facility, the facility should be viewed as a cultural facility and sports facility, and should have a public nature.
In particular, the paper pointed out the need for applying urban planning to e-sports facilities, and used Korea, which is a leader in terms of culture and size, as an example. It analyzed examples of urban planning (complexification, collaboration, and accessibility) for e-sports facilities. It also made recommendations on how to make e-sports facilities into places where people can gather.