- P-ISSN 2671-8197
- E-ISSN 2733-936X
This study historically examines the cultural and technological practices that have shaped and organized a new form of game culture called “viewing games,” which represents a current game phenomenon. Unlike existing studies that argue that the culture of watching games has been shaped by technological changes due to the networkization of games, this study argues that a group of fighting game enthusiasts, centered on the PC communication club, formed a new form of the game industry called “viewing games from below.” In a physical space called an electronic entertainment room, an online community of PC communication clubs developed an autonomous and localized culture, producing a Korean gaming culture through regular exchanges of battles and competitions. These enthusiasts recorded, wrote about, shared, and disseminated their gaming practices on online bulletin boards, and gamers read and valued each other’s games, producing a discourse on gaming. With this foundation, the esports genre of watching games could be shaped.