Korea is a leading e-sports power with many fans and has created a lot of added value, including the high competitiveness of world competitions and the release of star professional gamers. However, institutional and legal support in Korea is hindering the development of e-sports compared to the it holds resource. In the case of e-sports, which were recently recognized by the Korean Sport & Olympic Committee(KSOC) have been stripped of their status as a sport, it can be seen that there is considerable difficulty in recognition of statue and self perpetuating. The biggest difference between e-sports and traditional sports is physical activity. Although the basic elements of e-sports are shaped like sports, the lack of physical activity in games that are the basis of e-sports is also perceived as a hindrance to recognition as sports. However, the advent of virtual reality and augmented reality, one of the 4th industrial technologies, is transforming game contents and sports into new types of sports. Therefore, this research suggests that e-sports which are combined with virtual and augmented reality can become a new form of sports involving physical activity beyond the fixed framework of perception as games. In this study, these virtual and augmented reality-based e-sports are named Dynamic e-sports. Because dynamic e-sports involve physical activity, there is a need to be included in the category of traditional sports or to be given a new form of sports status. In order for Dynamic e-sports to settle down as a new sport, it is necessary to establish a social public process and governance, and require institutional support for smooth operation and dissemination.