Review
BibTex RIS Cite

Sporda Yeni Bir Yıldız: E-Spor

Year 2023, Volume: 9 Issue: 2, 52 - 65, 03.07.2023

Abstract

Video oyunlarının hızlı gelişimi ve özellikle gençler arasında popüler olması, internetin insanların günlük yaşamlarında oynadığı rolün artması ve teknolojik gelişmelerle birlikte espor, tüm dünyada ilgi çeken bir dijital bir fenomen olarak ortaya çıkmıştır. Bilgi ve iletişim temelli toplumuna geçişin bir sonucu olarak espor, küresel olarak popülaritesini arttırmaktadır ve giderek daha fazla kurum ve ülke tarafından bir spor türü olarak kabul edilmeye başlamıştır. Esporlar, internet veya yerel alan ağları (LAN) üzerinden oynanan profesyonel video oyunu yarışmalarıdır. Espor oyunları genellikle bir lig turnuvası formatında, şampiyonluk unvanı veya para ödülü kazanmak gibi belirli bir hedef veya ödülle gerçekleştirilir. Espor, gençlere ulaşma, problem çözme ve hızlı karar verme, işbirliği ve ekip çalışması, el-göz koordinasyonu gibi birçok fayda sağlamaktadır. Bu çalışma, espor kavramıyla ilgili geniş bir teorik çerçeve oluşturmaya odaklanmaktadır. Ayrıca çalışma, güncel istatistiklerle birlikte esporun avantajları, zorlukları ve stratejilerinden de bahsederek ilgili kararları alırken pazarlama yöneticilerine yardımcı olmayı amaçlamaktadır.

References

  • Abbasi, A., Asif, M., Hollebeek, L., Islam, J., Ting, D. & Rehman, U. (2021). The effects of consumer esports videogame engagement on consumption behaviors. Journal of Product & Brand Management, 30(8), 1194-1211.
  • Appia, C. (2022). Winning strategies in gaming and e-sports. https://www.linkfluence.com/blog/winning-strategies-gaming-industry, Erişim Tarihi: 11.11.2022
  • Bisht, A., Sharma, H. & Choudhury, T. (2022). Effect of esports among students in COVID era. Micro-Electronics and Telecommunication Engineering, Springer, Singapore, 517-524
  • Bornemark, O. (2013). Success factors for e-sport games. Proceedings of Umea's 16th Student Conference in Computing Science: USCCS 2013, 1-12
  • Breuer, M. & Fadl, B. (2020). E-sport and technology. Book of Abstracts, 128
  • Burroughs, B. & Rama, P. (2015). The esports trojan horse: Twitch and streaming futures. Journal For Virtual Worlds Research, 8(2)
  • Campbell, W., Goss, A., Trottier, K. & Claypool, M. (2019). Sports versus esports – A comparison of industry size,viewer friendliness and game competitiveness. http://web.cs.wpi.edu/~claypool/papers/sports-esports-21/chapter-excerpt.pdf. ,Erişim Tarihi: 11..11.2022
  • Carter, M. & Gibbs, M. (2013). eSports in EVE online: Skullduggery, fair play and acceptability in an unbounded competition, FDG, 47-54.
  • Chalmet, X. (2015). Sponsorship within esports: Examining the sponsorship relationship quality constructs. University of Gothenburg, Master Thesis.
  • Chikish, Y., Carreras, M. & Garcia, J. (2019). eSports: A new era for the sports industry and a new impulse for the research in sports (and) economics. Sports (and) Economics, 477-508.
  • Clement, J. (2021). Video game industry - statistics & facts. https://www.statista.com/topics/868/video-games/#dossierKeyfigures ,Erişim Tarihi: 11. 11.2022
  • Cranmer, E., Han, D., Van Gisbergen, M. & Jung, T. (2021). Esports matrix: Structuring the esports research agenda. Computers in Human Behavior, 117, 106671.
  • Delello, J., McWhorter , R., Roberts , P., Dockery, H., 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.
  • Elasri Ejjaberi, A., Rodriguez Rodriguez, S. & Aparicio Chueca, M. (2020). Effect of esport sponsorship on brands: An empirical study applied to youth. Journal of Physical Education and Sport, 20 (2), 852 - 861.
  • Ferreira, R. (2021). The impact of esports sponsorship on shareholder wealth: An event study. Nova School of Business and Economics, Master Thesis.
  • Filchenko, M. (2018). A comparison between esports and traditional sports. San Jose State University, ART 108: Introduction to Games Studies.
  • Freitas, B., Espinosa, R. & Correia, P. (2021). A framework how sponsoring esports benefits brand image. Advances in Business-Related Scientific Research Journal, 12 (1)
  • Funk, D., Pizzo, A. & Baker, B. (2018). Esport management: Embracing esport education and research opportunities. Sport Management Review, 21, 7-13.
  • Garces, K. (2021). 16 esports marketing strategies that will get you in the game. https://penji.co/esports-marketing/ , Erişim Tarihi: 11.11.2022
  • Garcia, J. & Murillo, C. (2020). Sports video games participation: what can we learn for esports?, Sport, Business and Management: An International Journal, 10(2), 169-185.
  • Geyser, W. (2022). 9 of the best esports marketing strategies.https://influencermarketinghub.com/esports-marketing-strategies/, Erişim Tarihi: 11.11.2022
  • Gough, C. (2021a). eSports market - Statistics & Facts. https://www.statista.com/topics/3121/esports-market/#dossierKeyfigures ,Erişim Tarihi: 11.11.2022
  • Gough, C. (2022a). Engagement with eSports among sports industry companies worldwide as of August 2020. https://www.statista.com/statistics/1192777/sports-industry-esports-engagement/ , Erişim Tarihi: 11. 11.2022
  • Gough, C. (2022b). Reasons for increased investment in eSports according to industry professionals worldwide as of October 2021. https://www.statista.com/statistics/1247905/covid-impact-esports-investment-reasons/ ,Erişim Tarihi: 11.11.2022
  • Gough, C. (2022c). Increase in interest in esports since the start of the coronavirus (COVID-19) pandemic among esports fans in the United States as of september 2020, by age. https://www.statista.com/statistics/1254577/esports-fans-interest-increase/ ,Erişim Tarihi: 11.11.2022
  • Gough, C. (2022d). Esports market revenue worldwide from 2020 to 2025. https://www.statista.com/statistics/490522/global-esports-market-revenue/ , Erişim Tarihi: 11.11.2022
  • Hallmann, K. & Giel, T. (2018). Esports – Competitive sports or recreational activity?, Sport Management Review, 21, 14-20.
  • Hamari, J. & Sjöblom, M. (2017). What is esports and why do people watch it?, Internet Research, 1-34. Happonen, A. & Minashkina, D. (2019). Professionalism in esport: Benefits in skills and health & possible downsides. LUT University, LUT Scientific and Expertise Publications, Project Report 90
  • Hasselberg, H. (2020). Why do esports players consume esports? : A case study of an esports platform. Abo Akademi University, Master Thesis, Finland.
  • Hilvoorde, I. & Pot, N. (2016). Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10 (1) , 14-27
  • Holden, J., Kaburakis, A. & Rodenberg, R. (2017). The future is now: Esports policy considerations and potential litigation. Journal of Legal Aspects of Sport, 27, 46-78.
  • https://dictionary.cambridge.org/dictionary/english/sport (2022). Sport. Erişim Tarihi: 11.11.2022
  • https://iesf.org/about/members (2022). Members, Erişim Tarihi: 11.11.2022
  • https://newzoo.com/insights/trend-reports/newzoo-global-esports-live-streaming-market-report-2022-free-version (2022). Newzoo’s Global Esports & Live Streaming Market Report 2022- Free Version, Erişim Tarihi: 11.11.2022
  • https://peertopeermarketing.co/esport-marketing/ (2022). Esport marketing: 11 powerful strategies in for rapid growth in 2022, Erişim Tarihi: 0111.2022
  • https://www.dictionary.com/browse/sport (2022). Sport, Erişim Tarihi: 11.11.2022
  • https://www.oxfordlearnersdictionaries.com/definition/english/sport_1#:~:text=(North%20American%20English%20sports%20%5Bplural,facilities%20for%20sport%20and%20recreation. (2022). Sport, Erişim Tarihi: 11.11.2022
  • Huettermann, M., Trail, G., Pizzo, A. & Stallone, V. (2020). Esports sponsorship: An empirical examination of esports consumers perceptions of non-endemic sponsors. Journal of Global Sport Management, 1-26.
  • Jang, W. & Byon, K. (2019). Antecedents and consequence associated with esports gameplay. International Journal of Sports Marketing and Sponsorship, 1-22.
  • Jazdauskas, G. (2015). Intercultural relation between sports and e-sports: Opening a gateway for sports education, Siauliai University, Master Thesis.
  • Jenny, S., Manning, R., Keiper, M. & Olrich, T. (2016). Virtual(ly) athletes: Where esports fit within the definition of sport. Quest, 1-18.
  • Kane, D. & Spradley, B. (2017). Recognizing esports as a sport. The Sport Journal, 19 (05)
  • Karhulahti, V. (2017). Reconsidering esport: economics and executive ownership. Physical Culture and Sport, Studies and Research, 74, 43-53.
  • Kari , T., Siutila, M. & Karhulahti, V.-M. (2019). An extended study on training and physical exercise in esports. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations, IGI Global, 270-292.
  • Ke, X. & Wagner, C. (2020). Global pandemic compels sport to move to esports: Understanding from brand extension perspective. Managing Sport and Leisure, 1-6
  • Khillar, S. (2022). Difference between esports and sports. http://www.differencebetween.net/ ,Erişim Tarihi: 11.11.2022
  • Kim, Y., Nauright, J. & Suveatwatanakul , C. (2020). The rise of e-sports and potential for post-COVID continued growth. Sport in Society, 23(11).
  • Lee, D. & Schoenstedt, L. (2011). Comparison of esports and traditional sports consumption motives. ICHPER-SD Journal Of Research, 6(2), 39-44
  • LeNorgant, E. (2019). Sport-related anxiety and self-talk between traditional sports and esports. California State University, Master Thesis.
  • Macey, J. & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353.
  • Mangeloja, E. (2019). Economics of esports. Electronic Journal of Business Ethics and Organization Studies, 24(2)
  • Marchica, L., Richard, J., Mills, D., Ivoska, W. & Derevensky, J. (2021). Between two worlds: Exploring esports betting in relation to problem gambling, gaming, and mental health problems. Journal of Behavioral Addictions, 10(3), 447-455
  • Palanichamy, T., Sharma, M., Sahu, M. & Kanchana, D. (2020). Influence of esports on stress: A systematic review. Industrial Psychiatry Journal, 29(2), 191–199.
  • Parrya, J. (2018). E-sports are not Sports. Sport, Ethics and Philosophy, 1-16.
  • Parshakov, P., Coates, D. & Zavertiaeva, M. (2018). Is diversity good or bad? Evidence from eSports teams analysis. Applied Economics, 50 (47)
  • Parshakov, P., Naidenova, I. & Barajas, A. (2017). The effectiveness of event marketing: Evidence from game publishers and esports tournaments. SSRN: https://ssrn.com/abstract=3547858
  • Parshakov, P., Naidenova, I. & Barajas, A. (2020). Spillover effect in promotion: Evidence from video game publishers and eSports tournaments. Journal of Business Research, 118, 262-270.
  • Patel, R. (2019). Esports, player positions, and the benefits of unionization. Duke Law&Technology Review, 18, 232-248.
  • Pedraza-Ramirez, I., Musculus, L., Raab, M. & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review. International Review of Sport and Exercise Psychology, 13(1), 319-352.
  • Poulus, D., Coulter, T., Trotter, M. & Polman, R. (2020). Stress and coping in esports and the influence of mental toughness. Frontiers in Psychology, 11, Article 28, 1-11
  • Railsback, D. & Caporusso, N. (2018). Investigating the human factors in esports performance. International Conference on Applied Human Factors and Ergonomics, Springer, Cham, 325-334.
  • Reitman, J., Anderson-Coto, M., Wu, M., Lee, J. & Steinkuehler, C. (2020). Esports research: A literature review. Games and Culture, 15(1), 32-50.
  • Ridenhour, K. (2019). Traditional sports and esports: The path to collective bargaining. Iowa Law Review, 105, 1857-1897.
  • Salo, M. (2017). Career transitions of esports athletes: A proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations, 9 (2), 22-32
  • Scholz, T., Völkel, L. & Uebach, C. (2021). Sportification of esports - A systematization of sport-teams entering the esports ecosystem. International Journal of Esports, 1(1).
  • Seo, Y. & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655.
  • Shaw, K. (2019). Measuring the effect of esport sponsorships on brand equity and purchase intentions. Södertörns Högskola, Stockholm, Bachelor Thesis.
  • Shynkaruk, O., Byshevets, N., Iakovenko, O., Serhiyenko, K., Anokhin, E., Yukhno, Y., Usychenko, V., Yarmolenko, M. & Stroganov, S. (2021). Modern approaches to the preparation system of masters in esports. Sport Mont, 19(2), 69–74
  • Southern, N. (2017). The rise of esports: A new audience model and a new medium?, Department of Mathematics, California State University Staniaslaus, 1, 65-68.
  • Sy, A. G. (2021). 10 of the most effective esports marketing strategies. https://www.sortlist.com/blog/esports-marketing/ ,Erişim Tarihi: 11.11.2022
  • Thiel, A. & John, J. (2018). Is esport a real sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311-315.
  • Trotter, M., Coulter, T., Davis , P., Poulus , D. & Polman, R. (2020). The association between esports participation, health and physical activity behaviour. International Journal of Environmental Research and Public Health, 17(19), 7329.
  • Trotter, M., Coulter, T., Davis, P., Poulus, D. & Polman, R. (2021). Examining the impact of school esports program participation on student health and psychological development. Front Psychology, 12.
  • Wagner, M. (2006). On the scientific relevance of esports. International Conference on Internet Computing, 437-442.
  • Yin, K., Zi, Y., Zhuang, W., Gao, Y., Tong, Y., Song, L. ve Liu, Y. (2020). Linking esports to health risks and benefits: Current knowledge and future research needs. Journal of Sport and Health Science, 9(6), 485-488.
Year 2023, Volume: 9 Issue: 2, 52 - 65, 03.07.2023

Abstract

References

  • Abbasi, A., Asif, M., Hollebeek, L., Islam, J., Ting, D. & Rehman, U. (2021). The effects of consumer esports videogame engagement on consumption behaviors. Journal of Product & Brand Management, 30(8), 1194-1211.
  • Appia, C. (2022). Winning strategies in gaming and e-sports. https://www.linkfluence.com/blog/winning-strategies-gaming-industry, Erişim Tarihi: 11.11.2022
  • Bisht, A., Sharma, H. & Choudhury, T. (2022). Effect of esports among students in COVID era. Micro-Electronics and Telecommunication Engineering, Springer, Singapore, 517-524
  • Bornemark, O. (2013). Success factors for e-sport games. Proceedings of Umea's 16th Student Conference in Computing Science: USCCS 2013, 1-12
  • Breuer, M. & Fadl, B. (2020). E-sport and technology. Book of Abstracts, 128
  • Burroughs, B. & Rama, P. (2015). The esports trojan horse: Twitch and streaming futures. Journal For Virtual Worlds Research, 8(2)
  • Campbell, W., Goss, A., Trottier, K. & Claypool, M. (2019). Sports versus esports – A comparison of industry size,viewer friendliness and game competitiveness. http://web.cs.wpi.edu/~claypool/papers/sports-esports-21/chapter-excerpt.pdf. ,Erişim Tarihi: 11..11.2022
  • Carter, M. & Gibbs, M. (2013). eSports in EVE online: Skullduggery, fair play and acceptability in an unbounded competition, FDG, 47-54.
  • Chalmet, X. (2015). Sponsorship within esports: Examining the sponsorship relationship quality constructs. University of Gothenburg, Master Thesis.
  • Chikish, Y., Carreras, M. & Garcia, J. (2019). eSports: A new era for the sports industry and a new impulse for the research in sports (and) economics. Sports (and) Economics, 477-508.
  • Clement, J. (2021). Video game industry - statistics & facts. https://www.statista.com/topics/868/video-games/#dossierKeyfigures ,Erişim Tarihi: 11. 11.2022
  • Cranmer, E., Han, D., Van Gisbergen, M. & Jung, T. (2021). Esports matrix: Structuring the esports research agenda. Computers in Human Behavior, 117, 106671.
  • Delello, J., McWhorter , R., Roberts , P., Dockery, H., 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.
  • Elasri Ejjaberi, A., Rodriguez Rodriguez, S. & Aparicio Chueca, M. (2020). Effect of esport sponsorship on brands: An empirical study applied to youth. Journal of Physical Education and Sport, 20 (2), 852 - 861.
  • Ferreira, R. (2021). The impact of esports sponsorship on shareholder wealth: An event study. Nova School of Business and Economics, Master Thesis.
  • Filchenko, M. (2018). A comparison between esports and traditional sports. San Jose State University, ART 108: Introduction to Games Studies.
  • Freitas, B., Espinosa, R. & Correia, P. (2021). A framework how sponsoring esports benefits brand image. Advances in Business-Related Scientific Research Journal, 12 (1)
  • Funk, D., Pizzo, A. & Baker, B. (2018). Esport management: Embracing esport education and research opportunities. Sport Management Review, 21, 7-13.
  • Garces, K. (2021). 16 esports marketing strategies that will get you in the game. https://penji.co/esports-marketing/ , Erişim Tarihi: 11.11.2022
  • Garcia, J. & Murillo, C. (2020). Sports video games participation: what can we learn for esports?, Sport, Business and Management: An International Journal, 10(2), 169-185.
  • Geyser, W. (2022). 9 of the best esports marketing strategies.https://influencermarketinghub.com/esports-marketing-strategies/, Erişim Tarihi: 11.11.2022
  • Gough, C. (2021a). eSports market - Statistics & Facts. https://www.statista.com/topics/3121/esports-market/#dossierKeyfigures ,Erişim Tarihi: 11.11.2022
  • Gough, C. (2022a). Engagement with eSports among sports industry companies worldwide as of August 2020. https://www.statista.com/statistics/1192777/sports-industry-esports-engagement/ , Erişim Tarihi: 11. 11.2022
  • Gough, C. (2022b). Reasons for increased investment in eSports according to industry professionals worldwide as of October 2021. https://www.statista.com/statistics/1247905/covid-impact-esports-investment-reasons/ ,Erişim Tarihi: 11.11.2022
  • Gough, C. (2022c). Increase in interest in esports since the start of the coronavirus (COVID-19) pandemic among esports fans in the United States as of september 2020, by age. https://www.statista.com/statistics/1254577/esports-fans-interest-increase/ ,Erişim Tarihi: 11.11.2022
  • Gough, C. (2022d). Esports market revenue worldwide from 2020 to 2025. https://www.statista.com/statistics/490522/global-esports-market-revenue/ , Erişim Tarihi: 11.11.2022
  • Hallmann, K. & Giel, T. (2018). Esports – Competitive sports or recreational activity?, Sport Management Review, 21, 14-20.
  • Hamari, J. & Sjöblom, M. (2017). What is esports and why do people watch it?, Internet Research, 1-34. Happonen, A. & Minashkina, D. (2019). Professionalism in esport: Benefits in skills and health & possible downsides. LUT University, LUT Scientific and Expertise Publications, Project Report 90
  • Hasselberg, H. (2020). Why do esports players consume esports? : A case study of an esports platform. Abo Akademi University, Master Thesis, Finland.
  • Hilvoorde, I. & Pot, N. (2016). Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10 (1) , 14-27
  • Holden, J., Kaburakis, A. & Rodenberg, R. (2017). The future is now: Esports policy considerations and potential litigation. Journal of Legal Aspects of Sport, 27, 46-78.
  • https://dictionary.cambridge.org/dictionary/english/sport (2022). Sport. Erişim Tarihi: 11.11.2022
  • https://iesf.org/about/members (2022). Members, Erişim Tarihi: 11.11.2022
  • https://newzoo.com/insights/trend-reports/newzoo-global-esports-live-streaming-market-report-2022-free-version (2022). Newzoo’s Global Esports & Live Streaming Market Report 2022- Free Version, Erişim Tarihi: 11.11.2022
  • https://peertopeermarketing.co/esport-marketing/ (2022). Esport marketing: 11 powerful strategies in for rapid growth in 2022, Erişim Tarihi: 0111.2022
  • https://www.dictionary.com/browse/sport (2022). Sport, Erişim Tarihi: 11.11.2022
  • https://www.oxfordlearnersdictionaries.com/definition/english/sport_1#:~:text=(North%20American%20English%20sports%20%5Bplural,facilities%20for%20sport%20and%20recreation. (2022). Sport, Erişim Tarihi: 11.11.2022
  • Huettermann, M., Trail, G., Pizzo, A. & Stallone, V. (2020). Esports sponsorship: An empirical examination of esports consumers perceptions of non-endemic sponsors. Journal of Global Sport Management, 1-26.
  • Jang, W. & Byon, K. (2019). Antecedents and consequence associated with esports gameplay. International Journal of Sports Marketing and Sponsorship, 1-22.
  • Jazdauskas, G. (2015). Intercultural relation between sports and e-sports: Opening a gateway for sports education, Siauliai University, Master Thesis.
  • Jenny, S., Manning, R., Keiper, M. & Olrich, T. (2016). Virtual(ly) athletes: Where esports fit within the definition of sport. Quest, 1-18.
  • Kane, D. & Spradley, B. (2017). Recognizing esports as a sport. The Sport Journal, 19 (05)
  • Karhulahti, V. (2017). Reconsidering esport: economics and executive ownership. Physical Culture and Sport, Studies and Research, 74, 43-53.
  • Kari , T., Siutila, M. & Karhulahti, V.-M. (2019). An extended study on training and physical exercise in esports. Exploring the cognitive, social, cultural, and psychological aspects of gaming and simulations, IGI Global, 270-292.
  • Ke, X. & Wagner, C. (2020). Global pandemic compels sport to move to esports: Understanding from brand extension perspective. Managing Sport and Leisure, 1-6
  • Khillar, S. (2022). Difference between esports and sports. http://www.differencebetween.net/ ,Erişim Tarihi: 11.11.2022
  • Kim, Y., Nauright, J. & Suveatwatanakul , C. (2020). The rise of e-sports and potential for post-COVID continued growth. Sport in Society, 23(11).
  • Lee, D. & Schoenstedt, L. (2011). Comparison of esports and traditional sports consumption motives. ICHPER-SD Journal Of Research, 6(2), 39-44
  • LeNorgant, E. (2019). Sport-related anxiety and self-talk between traditional sports and esports. California State University, Master Thesis.
  • Macey, J. & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353.
  • Mangeloja, E. (2019). Economics of esports. Electronic Journal of Business Ethics and Organization Studies, 24(2)
  • Marchica, L., Richard, J., Mills, D., Ivoska, W. & Derevensky, J. (2021). Between two worlds: Exploring esports betting in relation to problem gambling, gaming, and mental health problems. Journal of Behavioral Addictions, 10(3), 447-455
  • Palanichamy, T., Sharma, M., Sahu, M. & Kanchana, D. (2020). Influence of esports on stress: A systematic review. Industrial Psychiatry Journal, 29(2), 191–199.
  • Parrya, J. (2018). E-sports are not Sports. Sport, Ethics and Philosophy, 1-16.
  • Parshakov, P., Coates, D. & Zavertiaeva, M. (2018). Is diversity good or bad? Evidence from eSports teams analysis. Applied Economics, 50 (47)
  • Parshakov, P., Naidenova, I. & Barajas, A. (2017). The effectiveness of event marketing: Evidence from game publishers and esports tournaments. SSRN: https://ssrn.com/abstract=3547858
  • Parshakov, P., Naidenova, I. & Barajas, A. (2020). Spillover effect in promotion: Evidence from video game publishers and eSports tournaments. Journal of Business Research, 118, 262-270.
  • Patel, R. (2019). Esports, player positions, and the benefits of unionization. Duke Law&Technology Review, 18, 232-248.
  • Pedraza-Ramirez, I., Musculus, L., Raab, M. & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review. International Review of Sport and Exercise Psychology, 13(1), 319-352.
  • Poulus, D., Coulter, T., Trotter, M. & Polman, R. (2020). Stress and coping in esports and the influence of mental toughness. Frontiers in Psychology, 11, Article 28, 1-11
  • Railsback, D. & Caporusso, N. (2018). Investigating the human factors in esports performance. International Conference on Applied Human Factors and Ergonomics, Springer, Cham, 325-334.
  • Reitman, J., Anderson-Coto, M., Wu, M., Lee, J. & Steinkuehler, C. (2020). Esports research: A literature review. Games and Culture, 15(1), 32-50.
  • Ridenhour, K. (2019). Traditional sports and esports: The path to collective bargaining. Iowa Law Review, 105, 1857-1897.
  • Salo, M. (2017). Career transitions of esports athletes: A proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations, 9 (2), 22-32
  • Scholz, T., Völkel, L. & Uebach, C. (2021). Sportification of esports - A systematization of sport-teams entering the esports ecosystem. International Journal of Esports, 1(1).
  • Seo, Y. & Jung, S.-U. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655.
  • Shaw, K. (2019). Measuring the effect of esport sponsorships on brand equity and purchase intentions. Södertörns Högskola, Stockholm, Bachelor Thesis.
  • Shynkaruk, O., Byshevets, N., Iakovenko, O., Serhiyenko, K., Anokhin, E., Yukhno, Y., Usychenko, V., Yarmolenko, M. & Stroganov, S. (2021). Modern approaches to the preparation system of masters in esports. Sport Mont, 19(2), 69–74
  • Southern, N. (2017). The rise of esports: A new audience model and a new medium?, Department of Mathematics, California State University Staniaslaus, 1, 65-68.
  • Sy, A. G. (2021). 10 of the most effective esports marketing strategies. https://www.sortlist.com/blog/esports-marketing/ ,Erişim Tarihi: 11.11.2022
  • Thiel, A. & John, J. (2018). Is esport a real sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311-315.
  • Trotter, M., Coulter, T., Davis , P., Poulus , D. & Polman, R. (2020). The association between esports participation, health and physical activity behaviour. International Journal of Environmental Research and Public Health, 17(19), 7329.
  • Trotter, M., Coulter, T., Davis, P., Poulus, D. & Polman, R. (2021). Examining the impact of school esports program participation on student health and psychological development. Front Psychology, 12.
  • Wagner, M. (2006). On the scientific relevance of esports. International Conference on Internet Computing, 437-442.
  • Yin, K., Zi, Y., Zhuang, W., Gao, Y., Tong, Y., Song, L. ve Liu, Y. (2020). Linking esports to health risks and benefits: Current knowledge and future research needs. Journal of Sport and Health Science, 9(6), 485-488.
There are 75 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Yasemin Gedik 0000-0002-1166-3227

Publication Date July 3, 2023
Published in Issue Year 2023 Volume: 9 Issue: 2

Cite

APA Gedik, Y. (2023). Sporda Yeni Bir Yıldız: E-Spor. International Anatolia Academic Online Journal Social Sciences Journal, 9(2), 52-65.



Dergimizin Tarandığı İndeksler

research-bib.jpgcosmos_logo_big.png  logo.png  idealonline%20logo.jpg  citefactor-300x101.jpg

logo1.jpgbase-1036x436.png  Logo_Horizontal.png pak.jpg


International Anatolia Academic Online Journal / Sosyal Bilimler Dergisi

e-ISSN 2148-3175

https://www.iaaoj.org