In the debate on whether esports is a sporting event or an entertainment game, South Korea and China have differing opinions.
2026-02-26 12:05
The formalization of esports has been controversial from the beginning, with deeply ingrained stereotypes. While online games do involve competitive elements, the idea that sitting in front of a computer, controlling a hero on a mobile phone, and being a sports athlete sounds absurd, at least in the eyes of parents and the older generation.
As time has passed, esports has developed rapidly. Private companies, including luxury brands, all want to get involved, reshape their image, and get closer to the youth market. Even famous star football players have created teams or participated in professional competitions. The viewership and entertainment value far surpass traditional sports, forcing the world, and even the Olympic Committee, to consider accepting it as a sporting event. In recent years, the esports World Cup has been established. The ticket sales and audience numbers have all boosted the tourism industry. Local governments have taken the initiative to invest or bid to host esports events, and the prize pools have repeatedly set records.
The key question is: what are the perspectives in South Korea and China, where League of Legends players make up a large proportion of the population? South Korean viewers believe that esports is a competition, and they care about who is stronger, the rationality of tactics, the players' performance, and the narrative itself is about winning and losing. Competition is inevitably fierce, and rankings are very important.
Chinese audiences, on the other hand, care about the entertainment value of the show. Short videos, commentary, clips, live streams, etc., e-sports has quickly integrated into the entertainment industry system. Mundane victories are less valuable than highlighting the players' mistakes and spreading those moments.
Image source: Internet
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2026-02-25 19:33