E-SPOR EKONOMİSİNİN GELİŞİMİ

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.

THE DEVELOPMENT OF E-SPORTS ECONOMY

“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.

___

  • 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.
  • 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.
  • 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.
  • 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].
  • 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.
  • Hamari J., Sjöblom M. (2017). What is esports and why do people watch it? Internet Research. 27(2), 211-232.
  • Jonasson K., Thiborg J. (2010). Electronic sport and its impact on future sport. Sport in Society. 13(2), 287-299.
  • Hilvoorde I., Pot N. (2016) Embodiment and fundamental motor skills in esports. Sport, Ethics and Philosophy. 10(1), 14-27.
  • 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.
  • Hallmann K., Giel T. (2018). ESports: Competitive sports or recreational activity? Sport Management Review. 21(1), 14-20.
  • Heere B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review. 21(1), 21-24.
  • 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.
  • Rudolf K., Grieben C., Achtzehn S., Froböse I. (2016). Stress im esport: Ein einblick in training und wettkampf, ESport Conference Professionalisierung einer Subkultur?, Bayreuth.
  • Smith MJ., Birch PDJ., Bright D. (2019). Identifying stressors and coping strategies of elite esports competitors. International Journal of Gaming and Computer-Mediated Simulations. 11(2), 22-39.
  • Poulus D., Coulter T., Trotter M., Polman R. (2022). Perceived stressors experienced by competitive esports athletes. International Journal of Esports. 1(1), 1-14.
  • Singh P., Sharma MK., Arya S. (2022). Esports and traditional sports players: An exploration of psychosocial profile. Sport Sciences for Health, (in print). https://assets.researchsquare.com/files/rs-1907986/v1/b5d3fec6-dd5c-4594-a315-74d6087aaa7e.pdf?c=1659385834. [Erişim Tarihi: 09.10.2022].
  • Jenny SE., Manning RD., Keiper MC., Olrich TW. (2017). Virtual(ly) athletes: Where eSports fit within the definition of “sport”. Quest. 69(1), 1-18.
  • Pizzo AD., Baker BJ., Na S., Lee MA., Kim D., Funk DC. (2018). eSport vs. sport: A comparison of spectator motives. Sport Marketing Quarterly. 27(2), 108-123.
  • Çakar DB., Yiğit MH. (2019). E-sports, e-sports regulations and problematics. The Journal of Eurasia Sport Sciences and Medicine. 1(3), 123-137.
  • Evren T., Kargün M., Pala A., Yazarer İ. (2019). Spora yenilikçi yaklaşım: E-spor. Uluslararası Sosyal Araştırmalar Dergisi. 12(66), 1423-1434.
  • Hong HJ., Connelly J. (2022). High e-performance: Esports players’ coping skills and strategies. International Journal of Esports. 1(1), 1-15.
  • Schöber T., Stadtmann G. (2022). The dark side of e-sports: An analysis of cheating, doping & match-fixing activities and their countermeasures. International Journal of Esports. 1(1), 1-15.
  • Jonasson K., Thiborg J. (2010). Electronic sport and its impact on future sport. Sport in Society. 13(2), 287-299.
  • Scholz TM. (2020). Afterword: An expert perspective on the future of esports. İçinde: Hedlund DP., Fried G., Smith RCIII (editör). Esports Business Management. Human Kinetics. Champaign, IL., 217-220.
  • Holden JT., Rodenberg RM., Kaburakis A. (2017). Esports corruption: Gambling, doping, and global governance. Maryland Journal of International Law. 32(1), 236-273.
  • Heaven D. (2014). Rise and rise of esports. New Scientist. 223(2982), 17.
  • Olsen AH. (2015). The evolution of esports: An analysis of its origin and a look at its prospective future growth as enhanced by information technology management tools. Master in Science (M.Scs.) At Coventry University. https://arxiv.org/abs/1509.08795. [Erişim Tarihi: 07.08.2022].
  • Chang Z. (2019). What's the hype about esports? A qualitative study about esports consumer motivation. Department of Business Administration, Technology and Social Sciences, Luleå University of Technology. http://www.diva-portal.org/smash/get/diva2:1328029/FULLTEXT01.pdf. [Erişim Tarihi: 30.07.2022].
  • Delello JA., McWhorter RR., Roberts P., Dockery HS., De Giuseppe T., Corona F. (2021). The rise of esports: Insights into the perceived benefits and risks for college students. International Journal of eSports Research. 1(1), 1-19.
  • Jenny SE., Keiper MC., Taylor BJ., Williams DP, Gawrysiak J., Manning RD., Tutka PM. (2018). eSports venues: A new sport business opportunity. Journal of Applied Sport Management. 10(1), 34-49.
  • https://www.kicker.de/esport/startseite. [Erişim Tarihi: 11.10.2022].
  • https://www.beinsports.com.tr/gundem/e-spor. [Erişim Tarihi: 12.10.2022].
  • https://www.ntvspor.net/espor. [Erişim Tarihi: 12.10.2022].
  • https://www.sporttechie.com/iocs-olympic-virtual-series-reaches-250000-competitors. [Erişim Tarihi: 08.09.2022].
  • https://www.statista.com/statistics/545573/number-of-people-aware-of-esports-worldwide/. [Erişim Tarihi: 23.09.2022].
  • Newzoo (2022). Global esports & live streaming market report (free version). https://newzoo.com/insights/trend-reports/newzoo-global-esports-live-streaming-market-report-2022-free-version. [Erişim Tarihi: 20.10.2022].
  • https://www.statista.com/statistics/545573/number-of-people-aware-of-esports-worldwide/. [Erişim Tarihi: 06.08.2022].
  • Candela J., Jakee K. (2018). Can esports unseat the sports industry? Some preliminary evidence from the United States. Choregia. 14(2), 55-71.
  • https://www.statista.com/statistics/1109956/global-esports-audience/. [Erişim Tarihi: 23.09.2022].
  • https://explodingtopics.com/blog/esports-statistics. [Erişim Tarihi: 17.09.2022].
  • https://www.seminar-nuertingen.org/medienbildung/digital-2019-q3-global-digital-statshot-july-2019/. [Erişim Tarihi: 13.09.2022].
  • https://www.statista.com/statistics/490522/global-esports-market-revenue/. [Erişim Tarihi: 01.09.2022].
  • https://www.mordorintelligence.com/industry-reports/esports-market. [Erişim Tarihi: 21.09.2022].
  • https://www.statista.com/statistics/443147/estimate-of-global-market-revenue-of-esports-by-region/. [Erişim Tarihi: 10.09.2022].
  • https://levvvel.com/esports-statistics/. [Erişim Tarihi: 16.09.2022].
  • https://www.statista.com/statistics/490358/esports-revenue-worldwide-by-segment/. [Erişim Tarihi: 23.09.2022].
  • https://escharts.com/news/ffws-2021-singapore-esports-record. [Erişim Tarihi: 27.09.2022].
  • https://levvvel.com/esports-statistics/. [Erişim Tarihi: 02.10.2022].
  • https://www.esportsearnings.com/games. [Erişim Tarihi: 04.10.2022].
  • https://www.esportsearnings.com/history/2021/teams. [Erişim Tarihi: 04.10.2022].
  • https://www.esportsearnings.com/players/highest-earnings. [Erişim Tarihi: 04.10.2022].
  • https://www.esportsearnings.com/players/female-players. [Erişim Tarihi: 04.10.2022].
  • Mediacom. (2020). The future of the sports industry: Navigating the sporting landscape in a post Covid-19 World. https://groupmp15170118135410.blob.core.windows.net/cmscontent/2020/06/The-impact-of-COVID-19-on-sport.pdf. [Erişim Tarihi: 08.07.2022].
  • gaminginturkey.com. (2022). Turkey game market report 2021. https://www.gaminginturkey.com/files/pdf/turkiye-oyun-sektoru-raporu-2021.pdf. [Erişim Tarihi: 22.08.2022].
  • https://www.seminar-nuertingen.org/medienbildung/digital-2019-q3-global-digital-statshot-july-2019/. [Erişim Tarihi: 25.09.2022].
  • https://www.esportsearnings.com/countries. [Erişim Tarihi: 26.09.2022].
  • https://bettermarketing.pub/the-top-3-emerging-industries-in-need-of-brand-designers-753aa523a243. [Erişim Tarihi: 02.08.2022].
  • Kartal M. (2020). Küreselleşme bağlamında Türkiye’de e-spor. Yayımlanmamış Doktora Tezi, İnönü Üniversitesi Sağlık Bilimleri Enstitüsü. Malatya.
Beden Eğitimi ve Spor Bilimleri Dergisi-Cover
  • ISSN: 1307-6477
  • Yayın Aralığı: Yılda 3 Sayı
  • Başlangıç: 2007
  • Yayıncı: Niğde Ömer Halisdemir Üniversitesi
Sayıdaki Diğer Makaleler

KARİYER STRESİNİN YORDANMASINDA BİLİNÇLİ FARKINDALIĞIN ROLÜ

Nuriberk GÜNGÖR, Alptuğ SOYER, Serkan KURTİPEK, Fikret SOYER

COVİD-19 SALGINI SÜRECİNDE BEDEN EĞİTİMİ VE SPOR ÖĞRETMENLERİNİN ÖZ BECERİ DÜZEYLERİNİN ÇEŞİTLİ PARAMETRELERE GÖRE ARAŞTIRILMASI (KAHRAMANMARAŞ İLİ ÖRNEĞİ)

Ökkeş ÇAM, Hüseyin EROĞLU

E-SPOR EKONOMİSİNİN GELİŞİMİ

Hüsnü BİLİR

12-16 YAŞ ARALIĞINDAKİ KIZ ATLETLERİN VÜCUT KOMPOZİSYONU İLE ÇEVİKLİK TESTLERİ ARASINDAKİ İLİŞKİNİN İNCELENMESİ

Merve BEKTAŞ, Okan DEMİR, Recep Sürhat MÜNİROĞLU

OFİS ÇALIŞANLARININ YEME DAVRANIŞLARI FİZİKSEL AKTİVİTE DÜZEYLERİ VE YAŞAM KALİTELERİNİN İNCELENMESİ

Gül ÇAT, İrfan YILDIRIM

ELİT SPORCULARDA BOŞ ZAMAN EĞİTİMİ VE REKREASYON FAYDA DÜZEYLERİNİN İNCELENMESİ

Ünsal SEVİNDİK, Beyza Merve AKGÜL, Tebessüm AYYILDIZ DURHAN, Suat KARAKÜÇÜK

REKREATİF ETKİNLİKLERE KATILIMA BAĞLI OLARAK ÜNİVERSİTE ÖĞRENCİLERİNİN BOŞ ZAMAN AKTİVİTELERİNE YÖNELİK TUTUMLARI: SELÇUK ÜNİVERSİTESİ ÖRNEĞİ

Recep BOZKURT, Ozan DEVECİ, Murat ERDOĞDU, Erkan Faruk ŞİRİN

ARTİSTİK CİMNASTİKÇİLERDE AYAK VE AYAK BİLEĞİ YARALANMALARI ÜZERİNE BİR DERLEME

Nurcan CONTARLI, Tarık ÖZMEN

DİJİTAL OYUN E-SPOR VE GELENEKSEL SPORLARIN KARŞILAŞTIRILMASI

Hasan GÜLER

ELİT ERKEK VOLEYBOLCULARDA DİKEY SIÇRAMA VE ÇEVİKLİK ÖZELLİKLERİ İLE TALOKRURAL EKLEM VE MEDİAL LONGİTUDİNAL ARK HAREKETLİLİĞİ ARASINDAKİ İLİŞKİNİN İNCELENMESİ ÜZERİNE BİR ARAŞTIRMA

Nihat SARIALİOĞLU