China, South Korea and Japan are called ‘Big 3’ of esports in Asia based on earnings for players, online audience penetration and game revenue. This article compares the ‘Big 3’ of esports in Asia with reference to the esports development ecosystem by applying systems thinking literacy approach as the interaction of six macro systems: information and communications technology, education, social acceptance, government roles, nongovernmental organizations and industry configuration. The comparative findings consistently show the interrelatedness of six macro systems. While information and communications technology infrastructure lay the backbone of esports industry, government plays the major role in initiating the esports development and fostering collaboration with nongovernmental organizations, which further in turn stimulates social acceptance and industry configuration. To facilitate further esports growth in the other regions, the successful experience of other Asian countries should be used as reference points for policies that can reinforce and promote industry development.
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