Journals / Beden Eğitimi ve Spor Bilimleri Dergisi / 2022 / Cilt: 16 - Sayı: 3

THE DEVELOPMENT OF E-SPORTS ECONOMY

E-SPOR EKONOMİSİNİN GELİŞİMİ

Pages
327–341
Publication Date
2022-12-19
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

The aim of this paper was to remark the economic dimensions of e-sports both in globally and particularly in Turkey in terms of e-sports viewer numbers, sponsorships, and overall prize pools.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:“E-sports” or “electronic sports” could be defined as a body of activities based on competition in which gamers or teams compete with each other by personal computers or game consoles in a “virtual environment”.
📊
Key Findings & Data:The aim of this paper was to remark the economic dimensions of e-sports both in globally and particularly in Turkey in terms of e-sports viewer numbers, sponsorships, and overall prize pools.
💡
Conclusion & Impact:In this regard, advertising of e-sports organizations and eliminating negative opinions of parents about e-sports may help for reaching e-sports the large masses.
🔬Design:Lab & Field Experiment
📍Scope:Comprehensive Sample
⚙️Variables:E-Spor · Geleneksel Spor · E-Spor Ekonomisi

Abstract

“E-sports” or “electronic sports” could be defined as a body of activities based on competition in which gamers or teams compete with each other by personal computers or game consoles in a “virtual environment”. The aim of this paper was to remark the economic dimensions of e-sports both in globally and particularly in Turkey in terms of e-sports viewer numbers, sponsorships, and overall prize pools. In this respect, the rise of e-sports was discussed, and the debate on if e-sports is a game or a sport was touched on. Thereafter, the development of e-sports economy was examined. It’s concluded that e-sports is a fast-growing industry and has a huge growth potential for next years both in global scale and particularly in Turkey. In this regard, advertising of e-sports organizations and eliminating negative opinions of parents about e-sports may help for reaching e-sports the large masses.

Özet

E-spor ya da “elektronik spor” bilgisayar veya oyun konsolları yardımıyla oyuncuların ve/veya takımların “sanal ortamda” karşı karşıya geldikleri rekabete dayalı etkinlikler olarak tanımlanabilir. Bu çalışmanın amacı, izleyici sayısı, sponsor yatırımı, dağıtılan ödül miktarı gibi göstergeler üzerinden e-spor ekonomisinin hem küresel ölçekte hem de Türkiye’de ulaştığı boyuta dikkat çekmektir. Bu çerçevede öncelikle e-sporun ortaya çıkışı ele alınmış ve e-sporun bir spor mu yoksa oyun mu olduğu tartışmasına değinilmiştir. Sonrasında e-spor ekonomisinin gelişimi incelenmiştir. Yapılan inceleme neticesinde e-sporun hem küresel ölçekte hem de Türkiye’de hızla gelişen ve yüksek gelişme potansiyeli barındıran bir alan olduğu sonucuna ulaşılmıştır. Bu doğrultuda e-spor organizasyonlarının tanıtımlarının yapılması ve ebeveynlerin e-spor konusundaki olumsuz düşüncelerinin giderilmeye çalışılması e-sporun bilhassa Türkiye’de daha geniş kitlelere ulaşmasına yardımcı olabilir.

🔖

Cite This Article

BİLİR, H. (2022). THE DEVELOPMENT OF E-SPORTS ECONOMY. Beden Eğitimi ve Spor Bilimleri Dergisi, Cilt: 16 - Sayı: 3, 327–341. https://ajindex.com/articles/867428

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (13)

  1. Hutchins B. (2008). Signs of meta-change in second modernity: The growth of e-sport and the world cyber games. New Media & Society. 10(6), 851-869.
  2. Billings AA., Hou J. (2019). The origins of esport: A half century history of an “overnight” success. İçinde: Rogers R. (editör). Understanding esports: An introduction to the global phenomenon. Lexington Books. Lenham, 31-44.
  3. Bousquest J., Ertz M. (2021). eSports: Historical review, current state, and future challenges. İçinde: Andrews S., Crawford CM. (editör). Handbook of research on pathways and opportunities into the business of esports. IGI Global. Hershey, 1-24.
  4. Scholz TM. (2019). eSports is business: Management in the world of competitive gaming. Palgrave Macmillan. Cham, Switzerland. Stevenson A., Waite M. (2011). Concise Oxford English dictionary. 11. baskı. Oxford University Press. Oxford. World Health Organization (WHO) (2017). Physical activity. http://www.who.int/topics/physical_activity/en/. [Erişim Tarihi: 07.09.2022].
  5. Wagner M. (2006). On the scientific relevance of eSport. İçinde: Arreymbi J., Clincy VA., Droegehorn OL., Joan S., Ashu MG., Ware JA., Zabir S., Arabnia HR. (editör). Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development. CSREA Press. Las Vegas, 437-440.
  6. Hamari J., Sjöblom M. (2017). What is esports and why do people watch it? Internet Research. 27(2), 211-232.
  7. Jonasson K., Thiborg J. (2010). Electronic sport and its impact on future sport. Sport in Society. 13(2), 287-299.
  8. Hilvoorde I., Pot N. (2016) Embodiment and fundamental motor skills in esports. Sport, Ethics and Philosophy. 10(1), 14-27.
  9. Cunningham GB., Fairley S., Ferkins L., Kerwin S., Lock D., Shaw S., Wicker P. (2018) eSport: Construct specifications and implications for sport management. Sport Management Review. 21(1), 1-6.
  10. Hallmann K., Giel T. (2018). ESports: Competitive sports or recreational activity? Sport Management Review. 21(1), 14-20.
  11. Heere B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review. 21(1), 21-24.
  12. Kari T., Karhulahti VM. (2016). Do e-athletes move?: A study on training and physical exercise in elite e-sports. International Journal of Gaming and Computer-Mediated Simulations. 8(4), 53-66.
  13. Rudolf K., Grieben C., Achtzehn S., Froböse I. (2016). Stress im esport: Ein einblick in training und wettkampf, ESport Conference Professionalisierung einer Subkultur?, Bayreuth