Since personal e-Sports broadcasting uses e-Sports, which is a work, to produce a secondary work and to perform acts such as broadcasting, it may infringe the rights of the copyright holder. Accordingly, producers who are e-sports copyright holders have put strong controls on e-sports use, such as publishing policies on e-sports use. However, the use of e-Sports personal broadcasting can be advantageous without damaging the copyright holder, so it is necessary to consider that in terms of the possibility of fair use, not in the area of copyright protection. Under the three-step test, the target of personal e-Sports broadcasting is personal play video and commentary, and the source of revenue is advertisement or sponsorship on the platform, therefore it does not take the copyright holder s main source of revenue, and it does not conflict with normal use, and does not hurt legitimate interest unfairly. In addition, even under the 4 factor test of fair use, personal e-Sports broadcasting can have educational purposes, is often non-commercial, can be viewed as a transformative use of e-Sports, and does not take away the producer s market, but rather exerts a good influence. As this has been revealed by various factors, it is highly likely that fair use will be established. Additionally, it becomes clearer under the principle of copyright law whether personal e-sports broadcasting is fair use. The purpose of the copyright law is not to protect copyright, but to promote public learning, to make it easier for the public to access, and to increase the number of freely available public domain. And the use even has a good effect on the copyright holder. Then, it would be reasonable to establish fair use. Furthermore, such a direction will promote consumer autonomy and positive active consumerism, which are the principles of copyright law, and leads the development of the cultural industry.