This study investigated the growth and change of eSports competitions from the late 1990s, when they were officially launched, to the present. And if eSports can be standardized as international competitions or leagues like traditional sports leagues, what are the conditions and possibilities, and furthermore, how should institutional measures be prepared? As a result of examining the status of the international eSports league, first, the early international eSports competition was an online game competition itself rather than a professional sports league as it was an open type with no restrictions on participants. Second, among the 17 international competitions that have occurred since 1997, South Korea has been more active than any other European or North American country in playing online-based games and attempting competitions. Third, as international eSports competitions grew rapidly after 2000, they tried to regain the hegemony of international competitions, paying attention to the value of infinite economic growth, and started operating a single professional league as a popular event of the actual sports companies. Fourth, most international eSports leagues preferred multi-genre competitions. Lastly, when analyzing four international leagues of multiple genres, most preferred unrealistic imaginary game genres and online PC games. Fifth, the institutional devices necessary for the international fantasy league to be standardized and grow to the level of a global sports league are as follows. In conclusion, if we give institutional advice for standardization, first, a consultative body that can consult with stakeholders such as game developer, publisher, professional and government official, is needed. Second, it is necessary to discuss practical obstacles. Third, there is a need for a virtuous cycle structure in which eSports can sustain long-term growth. Lastly, it is necessary to review and reorganize eSports related laws and systems , as well as to select future-oriented and realistic eSports events and to continuously invest and pay attention to the research and development of eSports policy research and development as well as a dedicated organization that can manage and manage eSports.