Journals / Akdeniz Spor Bilimleri Dergisi / 2023 / Cilt: 6 Sayı: 1-Cumhuriyet'in 100. Yılı Özel Sayısı

Career Opportunities And Threats in E-Sports

E-Sporda Kariyer Fırsatları ve Tehditleri

Pages
470–484
Publication Date
2023-10-29
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 factors that threaten and negatively affect the career process in e-sports are; opposing views on e-sports, insufficient funding and sponsorship, legal problems with player rights, inadequate network infrastructures, physical and mental health problems, frequent updating of e-sports games, e-doping, e-cheating and gambling and prejudices of family and social environment towards e-sports can be listed.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The e-sports industry has been growing rapidly in recent years and the number of individuals making a career in this industry is increasing day by day.
📊
Key Findings & Data:Contrary to traditional sports, e-sports is based on a digital world and is in a different field of sports, so it offers different career opportunities to its stakeholders, waiting to be explored.
💡
Conclusion & Impact:The factors that threaten and negatively affect the career process in e-sports are; opposing views on e-sports, insufficient funding and sponsorship, legal problems with player rights, inadequate network infrastructures, physical and mental health problems, frequent updating of e-sports games, e-doping, e-cheating and gambling and prejudices of family and social environment towards e-sports can be listed.
🔬Design:Review & Systematic Survey
📍Scope:Comprehensive Sample
⚙️Variables:E-spor · E-sporda Kariyer · Kariyer Fırsatları

Abstract

The e-sports industry has been growing rapidly in recent years and the number of individuals making a career in this industry is increasing day by day. Contrary to traditional sports, e-sports is based on a digital world and is in a different field of sports, so it offers different career opportunities to its stakeholders, waiting to be explored. Therefore, determining the boundaries of career fields, opportunities and threats in e-sports is important for the sustainability of e-sports. In this context, in this study, a literature review was conducted to examine the existing career fields and opportunities in e-sports, and to reveal the factors that negatively affect and threaten the career process in e-sports. As a result of the literature review conducted within the scope of the research, it can be said that the main career fields in e-sports are team ownership-coaching and mentoring, streaming-presenting, analyst, social media-content creation, management- refereeing, game and software development, organization and marketing. The factors that threaten and negatively affect the career process in e-sports are; opposing views on e-sports, insufficient funding and sponsorship, legal problems with player rights, inadequate network infrastructures, physical and mental health problems, frequent updating of e-sports games, e-doping, e-cheating and gambling and prejudices of family and social environment towards e-sports can be listed.

Özet

E-spor endüstrisi son yıllarda hızlı bir büyüme göstermekte ve bu endüstride kariyer yapan birey sayısı her geçen gün artmaktadır. Geleneksel sporların aksine e-spor dijital bir dünya üzerine kurulu olduğu ve sporun farklı bir alanında yer aldığı için, paydaşlarına sunduğu birbirinden farklı, keşfedilmeyi bekleyen kariyer fırsatlarına sahiptir. Dolayısıyla e-sporda kariyer alanlarına, fırsatlarına ve tehditlerine ilişkin sınırların belirlenmesi e-sporun sürdürülebilirliği açısından önemlidir. Bu bağlamda bu araştırmada e-sporda mevcut kariyer alanlarını ve fırsatlarını incelemek, e-sporda kariyer sürecini olumsuz yönde etkileyen ve tehdit eden faktörleri ortaya koymak üzere literatür taraması gerçekleştirilmiştir. Araştırma kapsamında yapılan literatür taraması sonucu e-sporda başlıca kariyer alanlarının; takım sahipliği-koçluğu ve mentorluk, yayıncılık-sunuculuk, analistlik, sosyal medya-içerik üreticiliği, yöneticilik-hakemlik, oyun ve yazılım geliştiriciliği, organizatörlük ve pazarlama olduğu söylenebilmektedir. E-sporda kariyer sürecini tehdit eden ve olumsuz yönde etkileyen etkenler ise; e-spora ilişkin karşıt görüşler, yetersiz finansman ve sponsorluk, oyuncu haklarına dair hukuki sorunlar, yetersiz ağ alt yapıları, fiziksel ve mental sağlık problemleri, e-spor oyunlarının sıklıkla güncellenmesi, e-doping, e-hile ve kumar, ailenin ve sosyal çevrenin e-spora yönelik ön yargıları şeklinde sıralanabilir.

🔖

Cite This Article

KARTAL, M. (2023). Career Opportunities And Threats in E-Sports. Akdeniz Spor Bilimleri Dergisi, Cilt: 6 Sayı: 1-Cumhuriyet'in 100. Yılı Özel Sayısı, 470–484. https://ajindex.com/articles/968376

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (9)

  1. Allen,V. E. (2018). Report: Dota Team Told Player He Was Cut During Pizza Party, https://kotaku.com/report-dota-team-told-player-he-was-cut-during-pizza-p-1822249299, Erişim Tarihi:18.08.2023. Bányai, F., Griffiths, M. D., Demetrovics, Z., ve Király, O. (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive Psychiatry, 94,1-8.
  2. Bele, S., Sawai, V., Lavankar, P., ve Sayyed, M. (2022). The future of Esports. International Research Journal of Innovations in Engineering and Technology, 6(11), 134-141.
  3. Bingöl, U. ve Çakır, Y. N. (2021). Impact of future expectations on career planning attitudes' of professional Esports athletes. Yönetim Bilimleri Dergisi, 19(39), 203-224.
  4. Bousquet, J. ve Ertz, M. (2021). eSports: Historical review, current state, and future challenges, andrews, s. ve crawford, C.M. (Eds.), In: Handbook of Research on Pathways and Opportunities Into the Business of Esports, USA: IGI Global. Campbell M. J., Toth A. J., Moran A. P., Kowal M., ve Exton C. (2018). eSports: a new window on neurocognitive expertise? Prog. Brain Res., 240, 161–174. Coates D., ve Parshakov P. (2016). Team vs. individual tournaments: evidence from prize structure in eSports, in Higher School of Economics Research Paper No. WP BRP 138, National Research University Higher School of Economics. Duan, P., Wang, X., Zhang, A. Y., ve Ji, B. (2023). Electronic Sports Industry in China (An Overwiew), Singapore: Springer Singapore. Edge, N. (2013). Evolution of the gaming experience: Live video streaming and the emergence of a new web community. Elon Journal of Undergraduate Research in Communications, 4(2), 1-12.
  5. Egliston, B. (2020). Watch to win? Esport broadcast expertise and technicity in Dota 2. Convergence, 26(5-6), 1174-1193.
  6. Fakazlı, A. E. (2020). The Effect of Covid-19 Pandemic on Digital Games and eSports. International Journal of Sport Culture and Science, 8(4), 335-344.
  7. Gdonteli, K. E. (2020). Esports in Olympic Games: A global trend and prospects. International Sports Law Review Pandektis (ISLR/Pandektis), 13, 50-60.
  8. Goldman, M. M., ve Hedlund, D. P. (2020). Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19. International Journal of Sport Communication, 13(3), 370-380.
  9. Grey-Thompson, B. (2017). Duty of care in sport review–Independent report to government. https://assets.publishing.service.gov.uk/government/uploads/system/uploads/attachment_data/fil