As e-Sports is selected as an official or demonstration event in international sporting events such as the Olympics and Asian Games, its status is rising day by day. In addition, looking at the selected events, not only traditional games, but also VR sports using software, electronic devices, and special equipment are included in e-sports events. However, in the case of Korea, the law defining e-sports recognizes it as e-sports only when games are used as a medium, so it is difficult to flexibly respond to the diversification of e-sports event selection. In addition, since games are excluded from the law defining sports facilities, sports facilities using games are not recognized as sports facilities, and users are not guaranteed the minimum safety prescribed by the relevant laws. In this regard, this study will discuss ways to expand the legal definition of e-sports, ways to recognize e-sports facilities as sports facilities, and the necessity of establishing governance for the promotion of the e-sports industry from a long-term perspective.