Abstract
Video games, developed with the advent of computers in America, have evolved over 50 years, leading to the term ‘eSports’ in the 21st century. Japan, known globally as a gaming powerhouse, has developed and sold game software and hardware. On the other hand, South Korea, recovering from an economic crisis, focused on establishing high-speed internet and nurturing the content industry, thereby leading the eSports movement. With the development of China’s economy and digital technology, China has acquired game software companies and grown into a hub for the gaming industry. Traditional sports organizations, feeling threatened by the rise of video games, began to approach virtual sports as a counterbalance to real sports, with the International Olympic Committee (IOC) leading the way. In Asia, Olympic committee members from Hong Kong and Singapore followed South Korea in organizing eSports tournaments. The IOC, leveraging the power of IT sponsor companies, began hosting eSports events. Game companies collaborated with the IOC, the global authority in the sports world, to support these events. However, among the international sports federations affiliated with the IOC, some have incorporated virtual sports events, but many have not advanced the video gamification of sports. Additionally, collaboration between national Olympic committees and domestic eSports associations varies, resulting in the IOC’s envisioned Olympic Esports Games not yet becoming a reality by 2025. This paper will attempt to understand the industry’s policies and regulations, the government’s industrial policy, and the actions of the sports world from social, political, and economic perspectives.