Esports is a riot games: A critical political economic analysis of the closure of the world's first esports TV network in South Korea.

This study examines the evolving power dynamics between OGN, the world's first esports-dedicated TV network, and Riot Games, the developer and publisher of League of Legends, since 2012, with a specific focus on sponsorship and league administration. As esports takes place in a virtual world, it nec...

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Publicado en:Media, Culture & Society Vol. 48; no. 3; pp. 538 - 556
Autor principal: Jeong, DongWook
Formato: Artículo
Publicado: Sage Publications, Ltd. Apr2026
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Apr2026
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        atl: Esports is a riot games: A critical political economic analysis of the closure of the world's first esports TV network in South Korea.
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        au: Jeong, DongWook
        affil: The Pennsylvania State University, University Park, USA
      su:
        South Korea
        Intellectual property
        Publishing
        Video games
        Political economic analysis
        Koreans
        Sportscasters
        Esports
        Content delivery networks
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        subj:
          Intellectual property
          Publishing
          Video games
          South Korea
          All Other Publishers
          Other publishers
          Book Publishers
          Independent Artists, Writers, and Performers
          Video game design and development services
          Video game publishers
          Doll, Toy, and Game Manufacturing
          Home entertainment equipment merchant wholesalers
          Data Processing, Hosting, and Related Services
          Political economic analysis
          Koreans
          Sportscasters
          Esports
          Content delivery networks
      keyword:
        critical political economy
        esports audiences
        esports broadcasting
        esports; gaming
        League of Legends
        critical political economy
        esports audiences
        esports broadcasting
        esports; gaming
        League of Legends
      ab: This study examines the evolving power dynamics between OGN, the world's first esports-dedicated TV network, and Riot Games, the developer and publisher of League of Legends, since 2012, with a specific focus on sponsorship and league administration. As esports takes place in a virtual world, it necessarily requires mediated delivery platforms, such as broadcasters and streaming platforms. At the same time, game publishers hold exclusive rights to their software, protected as intellectual property (IP). Through the lens of critical political economy, this study analyzes the power relations between the broadcaster and game publisher. The findings indicate a gradual decline in OGN's influence over the South Korean professional League of Legends league (LCK), while Riot Games progressively strengthened its power through streaming technologies and IP ownership. This study highlights the closure of OGN as indicative of the consolidation between global game publishers and media platforms in esports. This consolidation, however, weakened team finances and fan experiences within the esports ecosystem, undermining both economic sustainability and audience engagement. The findings also point to potential tensions between publishers and streaming platforms, suggesting that users may face growing constraints in how they access and experience esports content.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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