Female gamers are generally increasing all over the world. Accordingly, e-sports field also intensively focuses on female gamers. This paper focuses on the process of identity formation of female gamers shown in Korean e-sports leagues especially on online games. Online game is delivered to the public by e-sports broadcasting. E-sports broadcasting is spoken of a one-way speech, which only has the voice of male castor. This paper classified the way of speaking of female gamers into two types. One is broadcasting method and the other is broadcasting language. Then this paper compared the discourses shown in them to the cases of male gamers. In the case of male gamers, inherent elements of the game primarily took the major part of the discourse. However, in the case of female gamers, socially acceptable speech about women primarily took the major part of the discourse. As the result, in e-sports online broadcasting, the male gamers are viewed in terms of ‘player’ while female gamers are viewed in terms of ‘person’. Considering online games as having alternative values and possibilities as new media, the aspect of distortion or alienation of women in game culture is obviously problematic.
Recently, because of the development for online and mobile technology, the participation of female gamer has increased steadily. However, despite games for female are emerged and female gamer are increased, studying for considering the difference between gender is very rare. Therefore, the purpose of this study is to identify characteristics related to female's game play. And it is contribute to establish effective strategy for attracting female gamer. Based on the literatures about involvement for the game, this study also investigates characteristics which influence the involvement of game. The results can be summarized as follow. First, the characteristics of operational ease is not affecting involvement of game to both male and female gamers. Second, the game's characters and graphics, customized characteristic, scenarios, and social interaction are influenced the involvement of game to both male and female gamers. Third, while in female gamers, the game's characters and graphics customizing, social interaction are influenced to involvement in order, in male gamers, social interaction, characters and graphic, customizing are affected to involvement.