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The show must go on: Why Korea lost its first-mover advantage in Esports and how it can become a major player again

Authors
Kim, Hyung-MinKim, Seongcheol
Issue Date
6월-2022
Publisher
ELSEVIER SCIENCE INC
Keywords
Esports; Games; First-mover advantage; Late-mover advantage; Digital platform hegemony
Citation
TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE, v.179
Indexed
SSCI
SCOPUS
Journal Title
TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE
Volume
179
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/143014
DOI
10.1016/j.techfore.2022.121649
ISSN
0040-1625
Abstract
Korea was once a first mover in the field of esports and could have been the top esports powerhouse due to its unrivaled information and communications technology infrastructure and cultural base in esports. However, Korea now lags behind late movers in the field. China is striving to dominate the industry by replicating Korea's primary strategies, and U.S. game developers are strengthening their control of intellectual properties (IPs). This study reviewed the decline of Korea's esports industry in the global market and proposed measures that could revive it. We employed a qualitative method using relevant literature, secondary data from industry reports and government publications, and expert interviews. To this end, we applied first-mover advantages and late-mover advantages as a theoretical lens. The findings of this study suggest that owning solid IP resources will guarantee the scalability of the esports business. Recovering platform sovereignty is the main agenda for Korea as it maintains and supports the esports industry. Furthermore, educational support for career development is necessary as the esports industry expands. Therefore, systemic approaches from three different stakeholders (i.e., industry, government, and academia) are required to restore Korea's leadership in the esports industry.
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미디어학부 (미디어학부)
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