The a Great Battle of Gwanganri is an event that informs the world that Korea is the a leading country of eSports. Since then, it has been selected as an official game at the Asian Games, and the IOC has also considered whether to select an Olympic event. However, apart from this external growth, it is true that the academic achievements of eSports are insufficient. In an effort to narrow this gap, the author intends to find the academic basis for the Gwanganri Battle as disciplinary study. If it is the beginning of eSports, the academic basis of eSports should also be found and presented there. If many people are only interested in the expansion or industrial aspects of sports, eSports is likely to become like a once passing trend. In order for to be sustainable development of eSports, academic grounds must be supported. In Korea, there is an academic research subject that can lead eSports studies. The author needs to examine the Gwanganri phenomenon academically on the formation of digital culture, the combination of spectators and participants, the expansion of digital media, the participant's experience itself, and the ability of human imagination. Of course, the academic review pointed out by the author is not perfect. As more researchers academically define and criticize Gwanganri phenomena, eSports studies will naturally form.