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Media Technologies for Work and Play in East AsiaCritical Perspectives on Japan and the Two Koreas$
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Micky Lee and Peichi Chung

Print publication date: 2021

Print ISBN-13: 9781529213362

Published to Policy Press Scholarship Online: January 2022

DOI: 10.1332/policypress/9781529213362.001.0001

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PRINTED FROM POLICY PRESS SCHOLARSHIP ONLINE (www.policypress.universitypressscholarship.com). (c) Copyright Policy Press, 2022. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in PPSO for personal use.date: 16 May 2022

‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure

‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure

Chapter:
(p.205) 7 ‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure
Source:
Media Technologies for Work and Play in East Asia
Author(s):

Keung Yoon Bae

Publisher:
Policy Press
DOI:10.1332/policypress/9781529213362.003.0011

This chapter asks why the Overwatch League, a large-scaled global, franchised esports league, that follows a geolocation model fills their teams with South Korean players instead of those who come from the teams' home cities. The example of Overwatch League added to a discussion of esports professionalisation and industry relations by asserting that examining esports in an exclusively regional context is no longer realistic or even sensible in today’s landscape This chapter first introduces the landscape of esports and the significant changes it has undergone in the past decade. Then it uses the concept of 'biopower' advanced by Dyer-Witheford and de Peuter to understand how game developer companies seek to retain control over not only the gaming populace, but also the sport of gaming. Lastly, it illuminates how regionally specific factors, such as local infrastructure, come into play to disrupt that control.

Keywords:   Biopower, Nick Dyer-Witheford, esports, geolocation, labour, Overwatch League, PC bang

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