Derleme
BibTex RIS Kaynak Göster

ELECTRONIC SPORTS: AN EVALUATION FROM RECREATIONAL ACTIVITY PERSPECTIVE

Yıl 2020, Cilt: 22 Sayı: 1, 283 - 301, 26.03.2020
https://doi.org/10.16953/deusosbil.546080

Öz

It is obviously seen that along with the developing technologies of the 21st century, people's recreation habits started to change. Electronic sports concept is considered as an activity area which people prefer frequently with technological developments. The aim of this study is to examine these activities in the recreation perspective by taking into consideration the effects of the recent electronic sports activities on the individuals. E-sports has become one of the issues has been working in literature in recent years and different aspects of electronic sports have been developed. Consequently, there are many studies advocating the benefits of electronic sports, on the other hand, there are also studies argue that it is wrong to evaluate such electronic games in the scope of sports. A comprehensive literature review was performed by using secondary data. The results obtained in the literature were examined in depth and different perspectives on e-sports applications were evaluated. Within the scope of the research, first of all, e-sports concept is stated and the studies related to electronic sports have been revealed in the literature, then, the concept of e-sport is evaluated from a recreational perspective and it has been concluded that e-sports activities support the utility theory of recreation.

Kaynakça

  • Aluri, A. (2017). Mobile augmente reality (MAR) game as a travel guide: insights from Pokémon GO. Journal of Hospitality and Tourism Technology, 8 (1), 55-72.
  • Aktuna, H., & Ünlüönen, K. (2017). Yeni bir turizm çeşidi olarak elektronik spor turizmi. Ankara Hacı Bayram Veli Üniversitesi Turizm Fakültesi Dergisi, 2, 1-15.
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136, 151–173.
  • Ardahan, F. (2017). Açık alan rekreasyonu, (1.Baskı). Ankara: Detay Yayıncılık.
  • Ballard, M., Gray, M., Reilly, J. & Noogle, M. (2009). Correlates of video game screen time among males: Body mass, physical activity, and other media use. Eating Behaviors, 10, 161-167.
  • Bavelier, D., & Davidson, R. J. (2013). Brain training: Games to do you good. Nature, 49 (4), 425–426.
  • Bavelier, D., Achtman, R. L., Mani, M., & Föcker, J. (2012). Neural bases of selective attention in action video game players. Vision Research, 61, 132–143.
  • Crawford (2005). Digital gaming, sport and gender. Leisure Studies, 24 (3), 259-270.
  • Cunningham, G. B., 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, 1-6.
  • Dweck, C. S., & Molden, D. C. (2005). Self-theories: Their impact on competence motivation and acquisition. A. J. Elliot & C. S. Dweck (Ed.), Handbook of competence and motivation içinde (ss. 122–140). New York, NY: Guilford Press.
  • Edwards, J., Jeffrey, S., May, T., Rinehart, N. J., & Barnett, M. L. (2017). Does playing a sports active video game improve object control skills of children with austism spectrum disorder?, Journal of Sport and Helath Science, 6, 17-24.
  • Epstein, L. H., Smith, J. A., Vara, L. S., & Rodefer, J. S. (1991). Behavioral economic analysis of activity choices in obese children. Health Psychology, 10 (5), 311–316.
  • Ferguson, C. J. (2013). Violent video games and the Supreme Court. American Psychologist, 68, 57–74.
  • Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities, Sport Management Review, 21, 7-13.
  • Gao, Z., Podlog, L. & Huang, C. (2013a). Associations among children’s situational motivation, physical activity participation, and enjoyment in an active dance video game. Journal Sport Health Science, 2, 122–128.
  • Gao, Z., Zhang, T. & Stodden, D. (2013b). Children’s physical activity levels and psychological correlates in interactive dance versus aerobic dance. Journal Sport Health Science, 2, 146–151.
  • Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 9, 127–141.
  • Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K. & Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35, 752–763.
  • Gill, N. (2012). 10 most popular Facebook games in 2012.
  • Granic, I. Lobel, A. & Engel, R. C. E. M. (2014). The benefits of playing video games. American Psychologist, 69 (1), 66-78.
  • Gül, T. (2014). Rekreasyon Olgusuna Genel Yaklaşım. A. Yaylı (Ed.). Rekreasyona Giriş. Ankara: Detay Yayıncılık, 2-62.
  • Güven, Y. (2018). Çalışanların rekreasyonel etkinliklere katılım sıklıklarının mutluluk ve yaşam kalitesi üzerine olan etkisi. (Yayımlanmamış Yüksek Lisans Tezi). Gazi Üniversitesi Sosyal Bilimler Enstitüsü, Ankara.
  • Hallmann, K., & Giel, T. (2018). eSports – Competitive sports or recreational activity?. Sport Management Review, 21, 14-20.
  • Hamari, J. & Sjöblom, M. (2016). What is eSports and why do people watch it? . Internet Research, 27 (2), 211-232.
  • Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review, 21, 21-24.
  • Hilvoorde, I. V. (2016). Sport and play in a digital world. Sport, Ethics and Philosophy, 10 (1), 1-4.
  • Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, 28, 370–376.
  • Jenny, S. E., Douglas M. R., Margaret C. K. & Tracy W. O. (2017). Virtual(ly) athletes: Where eSports fit within the definition of “Sport”, Quest, 69 (1), 1-18,
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13 (2), 287-299.
  • Karaküçük, S. (2001). Rekreasyon. Ankara: Gazi Kitapevi.
  • Karaküçük, S. (2008). Rekreasyon boş zaman değerlendirme. (Altıncı Baskı). Ankara: Gazi Kitapevi.
  • Kılbaş, Ş. (2010). Rekreasyon boş zaman değerlendirme. (Dördüncü Baskı). Ankara: Gazi Kitapevi.
  • Kim, Y., & Ross, S. D.(2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8 (1), 28-40.
  • Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and Individual Differences, 51, 117–122.
  • Li, R. (2016). Good luck have fun: The rise of esports. New York: Skyhorse Publishing.
  • Lowood, H. (2010). Beyond the game: The Olympics ideal and competitive e-sports. (Unpublished manuscript). Presentation for PhD course, Acting together on technological playing fields: Computer games, e-sports, and team play. IT University of Copenhagen, Denmark, 26–27.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin Press.
  • Newzoo (2017). Global Game Market Report. https://newzoo.com/insights/trend-reports/global-esports-market-report-2017-light/ (Erişim tarihi: 02.02.2019).
  • Newzoo (2018). Global Game Market Report. https://newzoo.com/insights/trend-reports/newzoo-global-mobile-market-report-2018-light-version/ (Erişim tarihi: 07.02.2019).
  • Pellis, S. M., & Pellis, V. C. (2007). Rough-and-tumble play and the development of the social brain. Current Directions in Psychological Science, 16, 95–98.
  • Prensky, M. (2012). From digital natives to digital wisdom: Hopeful essays for 21st century learning. Thousand Oaks, CA: Corwin Press.
  • Russoniello, C. V., O’Brien, K., & Parks, J. M. (2009). EEG, HRV and psychological correlates while playing Bejeweled II: A randomized controlled study. B. K. Wiederhold & G. Riva (Ed.), Annual review of cybertherapy and telemedicine 2009: Advance technologies in the behavioral, social and neurosciences 7 içinde (ss. 189–192).
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 347–363.
  • Segal, D. (2014). Behind League of Legends, e-sports’s main attraction. New York Times.
  • Seo Y., Kim M., Lee, D., & Jung, Y. (2018). Attention to eSports advertisement: effects of ad animation and in-game Dynamics on viewers’ visual attention, Behaviour and Information Technology, 37 (12), 1194-1202.
  • Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy, Journal of Marketing Management, 29 (13-14), 1542-1560,
  • Tekin, A., Tekin, G. & Çalışır, M. (2017). Rekreasyonel spor. Karaküçük, S. Kaya, S. ve Akgül, M. B. (Ed.), Rekreasyon Bilimi 2 içinde (ss.3-37) Ankara: Gazi Kitapevi.
  • Uğurlu, B. N. ve Aladağ, E. (2015). Mekânsal düşünmenin Türkiye’de sosyal bilgiler eğitim programındaki yeri ve öğretmenlerin bu beceri hakkındaki görüşleri. Marmara Coğrafya Dergisi, 32, 22-42.
  • Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., & Newcombe, N. S. (2013). The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, 352–402.
  • Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004). Linking obesity and activity level with children’s television and video game use. Journal of Adolescence, 27, 71–85.
  • Ventura, M., Shute, V., & Zhao, W. (2013). The relationship between video game use and a performance-based measure of persistence. Computers & Education, 60, 52–58.
  • Wagner, M. (2006). On the scientific relevance of eSport. Proceedings of the 2006 international conference on internet computing and conference on computer game development içinde (ss. 437–440).
  • Wai, J., Lubinski, D., Benbow, C. P., & Steiger, J. H. (2010). Accomplishment in science, technology, engineering, and mathematics (STEM) and its relation to STEM educational dose: A 25-year longitudinal study. Journal of Educational Psychology, 102, 860–871.
  • Xu, F., Buhalis, D.,& Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256.
  • Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as Mobile Gamers: Gamification for Tourism Marketing. Journal of Travel & Tourism Marketing, 33 (8), 1124-1142.

ELEKTRONİK SPORLAR: REKREASYONEL ETKİNLİK PERSPEKTİFTEN DEĞERLENDİRİLMESİ

Yıl 2020, Cilt: 22 Sayı: 1, 283 - 301, 26.03.2020
https://doi.org/10.16953/deusosbil.546080

Öz

21. yüzyılın gelişen teknolojileri ile birlikte insanların rekreasyon alışkanlıklarının da değişmeye başladığı görülmektedir. Elektronik spor kavramı, teknolojik gelişmelerin beraberinde insanların sıklıkla tercih ettiği bir aktivite alanı olarak değerlendirilmektedir. Bu bağlamda, araştırmanın amacı 2010’lu yıllarla beraber tercih edilen elektronik spor faaliyetlerinin bireyler üzerinde oluşturduğu faydaları göz önünde bulundurarak, bu faaliyetleri rekreasyon aktivitesi perspektifinde incelemektir. E-spor literatürde 2005’den bu yana oldukça fazla çalışılan konulardan biri haline gelmiş ve elektronik sporlara yönelik farklı bakış açıları geliştirilmiştir. Öyle ki; elektronik sporların faydalarını savunan birçok çalışma olduğu gibi, bu tür elektronik oyunları spor kapsamında değerlendirilmesinin yanlış olduğunu savunan çalışmalar da mevcuttur. Araştırmada ikincil veriler kullanılarak kapsamlı bir literatür taraması yapılmıştır. Literatürde elde edilen sonuçlar derinlemesine incelenmiş ve e-spor uygulamalarına yönelik farklı bakış açıları değerlendirilmiştir. Araştırma kapsamında, öncelikle e-spor kavramının ne olduğu ifade edilmiş, literatürde elektronik sporlarla ilişkilendirilmiş çalışmalar ortaya çıkartılmış, daha sonra e-spor kavramı rekreasyonel bir bakış açısıyla değerlendirilerek e-spor faaliyetlerinin rekreasyonun fayda teorisini desteklediği sonucuna ulaşılmıştır.

Kaynakça

  • Aluri, A. (2017). Mobile augmente reality (MAR) game as a travel guide: insights from Pokémon GO. Journal of Hospitality and Tourism Technology, 8 (1), 55-72.
  • Aktuna, H., & Ünlüönen, K. (2017). Yeni bir turizm çeşidi olarak elektronik spor turizmi. Ankara Hacı Bayram Veli Üniversitesi Turizm Fakültesi Dergisi, 2, 1-15.
  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136, 151–173.
  • Ardahan, F. (2017). Açık alan rekreasyonu, (1.Baskı). Ankara: Detay Yayıncılık.
  • Ballard, M., Gray, M., Reilly, J. & Noogle, M. (2009). Correlates of video game screen time among males: Body mass, physical activity, and other media use. Eating Behaviors, 10, 161-167.
  • Bavelier, D., & Davidson, R. J. (2013). Brain training: Games to do you good. Nature, 49 (4), 425–426.
  • Bavelier, D., Achtman, R. L., Mani, M., & Föcker, J. (2012). Neural bases of selective attention in action video game players. Vision Research, 61, 132–143.
  • Crawford (2005). Digital gaming, sport and gender. Leisure Studies, 24 (3), 259-270.
  • Cunningham, G. B., 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, 1-6.
  • Dweck, C. S., & Molden, D. C. (2005). Self-theories: Their impact on competence motivation and acquisition. A. J. Elliot & C. S. Dweck (Ed.), Handbook of competence and motivation içinde (ss. 122–140). New York, NY: Guilford Press.
  • Edwards, J., Jeffrey, S., May, T., Rinehart, N. J., & Barnett, M. L. (2017). Does playing a sports active video game improve object control skills of children with austism spectrum disorder?, Journal of Sport and Helath Science, 6, 17-24.
  • Epstein, L. H., Smith, J. A., Vara, L. S., & Rodefer, J. S. (1991). Behavioral economic analysis of activity choices in obese children. Health Psychology, 10 (5), 311–316.
  • Ferguson, C. J. (2013). Violent video games and the Supreme Court. American Psychologist, 68, 57–74.
  • Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities, Sport Management Review, 21, 7-13.
  • Gao, Z., Podlog, L. & Huang, C. (2013a). Associations among children’s situational motivation, physical activity participation, and enjoyment in an active dance video game. Journal Sport Health Science, 2, 122–128.
  • Gao, Z., Zhang, T. & Stodden, D. (2013b). Children’s physical activity levels and psychological correlates in interactive dance versus aerobic dance. Journal Sport Health Science, 2, 146–151.
  • Gentile, D. A., & Gentile, J. R. (2008). Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and Adolescence, 9, 127–141.
  • Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K. & Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35, 752–763.
  • Gill, N. (2012). 10 most popular Facebook games in 2012.
  • Granic, I. Lobel, A. & Engel, R. C. E. M. (2014). The benefits of playing video games. American Psychologist, 69 (1), 66-78.
  • Gül, T. (2014). Rekreasyon Olgusuna Genel Yaklaşım. A. Yaylı (Ed.). Rekreasyona Giriş. Ankara: Detay Yayıncılık, 2-62.
  • Güven, Y. (2018). Çalışanların rekreasyonel etkinliklere katılım sıklıklarının mutluluk ve yaşam kalitesi üzerine olan etkisi. (Yayımlanmamış Yüksek Lisans Tezi). Gazi Üniversitesi Sosyal Bilimler Enstitüsü, Ankara.
  • Hallmann, K., & Giel, T. (2018). eSports – Competitive sports or recreational activity?. Sport Management Review, 21, 14-20.
  • Hamari, J. & Sjöblom, M. (2016). What is eSports and why do people watch it? . Internet Research, 27 (2), 211-232.
  • Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view on sport. Sport Management Review, 21, 21-24.
  • Hilvoorde, I. V. (2016). Sport and play in a digital world. Sport, Ethics and Philosophy, 10 (1), 1-4.
  • Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, 28, 370–376.
  • Jenny, S. E., Douglas M. R., Margaret C. K. & Tracy W. O. (2017). Virtual(ly) athletes: Where eSports fit within the definition of “Sport”, Quest, 69 (1), 1-18,
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13 (2), 287-299.
  • Karaküçük, S. (2001). Rekreasyon. Ankara: Gazi Kitapevi.
  • Karaküçük, S. (2008). Rekreasyon boş zaman değerlendirme. (Altıncı Baskı). Ankara: Gazi Kitapevi.
  • Kılbaş, Ş. (2010). Rekreasyon boş zaman değerlendirme. (Dördüncü Baskı). Ankara: Gazi Kitapevi.
  • Kim, Y., & Ross, S. D.(2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8 (1), 28-40.
  • Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and Individual Differences, 51, 117–122.
  • Li, R. (2016). Good luck have fun: The rise of esports. New York: Skyhorse Publishing.
  • Lowood, H. (2010). Beyond the game: The Olympics ideal and competitive e-sports. (Unpublished manuscript). Presentation for PhD course, Acting together on technological playing fields: Computer games, e-sports, and team play. IT University of Copenhagen, Denmark, 26–27.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin Press.
  • Newzoo (2017). Global Game Market Report. https://newzoo.com/insights/trend-reports/global-esports-market-report-2017-light/ (Erişim tarihi: 02.02.2019).
  • Newzoo (2018). Global Game Market Report. https://newzoo.com/insights/trend-reports/newzoo-global-mobile-market-report-2018-light-version/ (Erişim tarihi: 07.02.2019).
  • Pellis, S. M., & Pellis, V. C. (2007). Rough-and-tumble play and the development of the social brain. Current Directions in Psychological Science, 16, 95–98.
  • Prensky, M. (2012). From digital natives to digital wisdom: Hopeful essays for 21st century learning. Thousand Oaks, CA: Corwin Press.
  • Russoniello, C. V., O’Brien, K., & Parks, J. M. (2009). EEG, HRV and psychological correlates while playing Bejeweled II: A randomized controlled study. B. K. Wiederhold & G. Riva (Ed.), Annual review of cybertherapy and telemedicine 2009: Advance technologies in the behavioral, social and neurosciences 7 içinde (ss. 189–192).
  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 347–363.
  • Segal, D. (2014). Behind League of Legends, e-sports’s main attraction. New York Times.
  • Seo Y., Kim M., Lee, D., & Jung, Y. (2018). Attention to eSports advertisement: effects of ad animation and in-game Dynamics on viewers’ visual attention, Behaviour and Information Technology, 37 (12), 1194-1202.
  • Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy, Journal of Marketing Management, 29 (13-14), 1542-1560,
  • Tekin, A., Tekin, G. & Çalışır, M. (2017). Rekreasyonel spor. Karaküçük, S. Kaya, S. ve Akgül, M. B. (Ed.), Rekreasyon Bilimi 2 içinde (ss.3-37) Ankara: Gazi Kitapevi.
  • Uğurlu, B. N. ve Aladağ, E. (2015). Mekânsal düşünmenin Türkiye’de sosyal bilgiler eğitim programındaki yeri ve öğretmenlerin bu beceri hakkındaki görüşleri. Marmara Coğrafya Dergisi, 32, 22-42.
  • Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., & Newcombe, N. S. (2013). The malleability of spatial skills: A meta-analysis of training studies. Psychological Bulletin, 139, 352–402.
  • Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004). Linking obesity and activity level with children’s television and video game use. Journal of Adolescence, 27, 71–85.
  • Ventura, M., Shute, V., & Zhao, W. (2013). The relationship between video game use and a performance-based measure of persistence. Computers & Education, 60, 52–58.
  • Wagner, M. (2006). On the scientific relevance of eSport. Proceedings of the 2006 international conference on internet computing and conference on computer game development içinde (ss. 437–440).
  • Wai, J., Lubinski, D., Benbow, C. P., & Steiger, J. H. (2010). Accomplishment in science, technology, engineering, and mathematics (STEM) and its relation to STEM educational dose: A 25-year longitudinal study. Journal of Educational Psychology, 102, 860–871.
  • Xu, F., Buhalis, D.,& Weber, J. (2017). Serious games and the gamification of tourism. Tourism Management, 60, 244-256.
  • Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as Mobile Gamers: Gamification for Tourism Marketing. Journal of Travel & Tourism Marketing, 33 (8), 1124-1142.
Toplam 55 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Özgür Yayla 0000-0001-7124-9311

Yiğit Güven 0000-0002-9559-7158

Yayımlanma Tarihi 26 Mart 2020
Gönderilme Tarihi 28 Mart 2019
Yayımlandığı Sayı Yıl 2020 Cilt: 22 Sayı: 1

Kaynak Göster

APA Yayla, Ö., & Güven, Y. (2020). ELEKTRONİK SPORLAR: REKREASYONEL ETKİNLİK PERSPEKTİFTEN DEĞERLENDİRİLMESİ. Dokuz Eylül Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 22(1), 283-301. https://doi.org/10.16953/deusosbil.546080