Araştırma Makalesi
BibTex RIS Kaynak Göster

Motivation Sources of E-sports: A Study on University Students

Yıl 2021, Cilt: 2 Sayı: 1, 17 - 34, 31.12.2021

Öz

Due to the rapid development of information technology, computer games are played widely by every age group since the 1980’s. This study aimed to present the motives for the players who play computer games. In this context, Computer Gaming Motivation Scale developed by Munusturlar and Munusturlar (2018) was applied to 213 undergraduate students attending Bolu Abant Izzet Baysal University and Düzce University. After the factor analysis, the 17-item scale was found to include 3 factors: “entertainment”, “benefit“and “escape”. T-test and One-Way Variance Analysis (ANOVA) were applied to the data. Results show that that as playing time increased, participants’ motivation for entertainment, escaping from the real world and benefit increased.

Kaynakça

  • Akın A., Çınar K. and Demirci İ. (2014). The Validity and Reliability of the Gaming Motivation Scale. Mersin University Journal of the Faculty of Education, 11.1.
  • Bayrakdar A., Yıldız Y. and Bayraktar I. (2020). Do e-athletes move? A study on physical activity level and body composition in elite e-sports. Physical Education of Students, 24(5): 259–264.
  • Çakar D.B. and Güler C. (2018). ESports as a New Working Area for Sports Scientists. 16th International Sport Sciences Congress Proceedings, 31th October-3rd November 2108, Antalya, Turkey.
  • Deen G. and Hammer M. (2006). Bethencourt ve Eroin I. Running Ouake II on A Grid, IBM System Journal, 21-44.
  • Frasca, G. (2001). Rethinking Agency and Immersion: Video Games as a Means of Consciousness-Raising.” Siggraph, http://siggraph.org/artdesign/gallery/S01/essays.html.
  • Hallmann, K. and Giel T. (2018). eSports–Competitive sports or recreational activity?. Sport Management Review, 21.1: 14-20.
  • Hamari J., Sjöblom M. (2017).What is eSports and why do people watch it?. Internet research.
  • Jenny S.E., et al. (2017). Virtual (ly) athletes: where eSports fit within the definition of “Sport”. Quest, 69.1: 1-18.
  • Kim J. and Kim M. (2020). Spectator e-sport and well-being through live streaming services. Technology in Society, 63: 101401.
  • Marelić, M., & Vukušić, D. (2019). E-sports: Definition and social implications. Exercise and Quality of Life, 11(2): 47-54.
  • Martončik M. (2015). eSports: Playing just for fun or playing to satisfy life goals?. Computers in Human Behavior, 48: 208-211.
  • Munusturlar M.A. and Munusturlar S. (2018). Development of Computer Gaming Motivation Scale, Spormetre, 16(3): 81-90.
  • Özsoy S., Kalafat Çat A. (2018). New Form of Sport in Virtual Environment: E-sport, 16th International Sport Sciences Congress Proceedings, 31th October-03rd November 2018, Antalya, Turkey.
  • Özsoy S., Sepetci T. (2019). Presentation of eSports as a popular culture product in cinema: İyi Oyun (Good Game) sample. 4th International Scientific Research Congress (IBAD-2019) Proceedings 90-98.
  • Parry J. (2019). ESports are not sports. Sport, Ethics and Philosophy, 13.1: 3-18.
  • Rambusch J., Jakobsson P., Pargman D. (2007). Exploring ESports: A case study of game play in Counter-strike. In: 3rd Digital Games Research Association International Conference: Situated Play, DiGRA 2007, Tokyo, 24 September 2007 through 28 September 2007. Digital Games Research Association (DiGRA), 157-164.
  • Seo Y. and Jung S. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16 (3): 635-655. Seo Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy, Journal of Marketing Management: 1542-1560.
  • Statista.com (2020) eSports Market Revenue Worldwide from 2018 to 2023. https://www.statista.com/statistics/490522/global-eSports-market-revenue/ Şenses M. A. (2020). Critical Evaluation on Hobby, Game, Sport and E-Sport. Uludağ Üniversitesi Fen-Edebiyat Fakültesi Sosyal Bilimler Dergisi, 21.39: 983-1007.
  • Tabachnick B.G. and Fidell L.S. (2007). Using multivariate statistics (5th Edition). Boston: Pearson. Twitch.tv. (2020). About Twitch. https://www.twitch.tv/p/about/
  • Weiss T. and Schiele S. (2013). Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electronic Markets, 23.4: 307-316.
  • Wolf M. (2012). Encyclopedia of Video Games: M-Z, Greenwood, England.

E-spor Oyuncularının Motivasyon Kaynakları: Üniversite Öğrencileri Üzerine Bir Uygulama

Yıl 2021, Cilt: 2 Sayı: 1, 17 - 34, 31.12.2021

Öz

1980’lerden bu yana bilişim teknolojisinin hızlı gelişimiyle bilgisayar oyunları, her yaş grubu birey tarafından yaygın bir şekilde oynanmaktadır. Bu çalışmanın amacı, bilgisayar oyunu oynayan oyuncuların motivasyon kaynaklarının ortaya konulmasıdır. Bu kapsamda Munusturlar ve Munusturlar (2018) tarafından geliştirilen Bilgisayar Oyunları Motivasyon Ölçeği, Bolu Abant İzzet Baysal Üniversitesi ve Düzce Üniversitesi’nde öğrenim gören 213 lisans öğrencisine uygulanmıştır. 17 maddelik ölçek, faktör analizi sonucunda, “haz”, “fayda” ve “kaçış” olarak isimlendirilen 3 faktöre indirgenmiştir. Verilere t testi ve Tek Yönlü Varyans Analizi uygulanmıştır. Sonuç olarak katılımcıların bilgisayarda oyun oynama süresi arttıkça haz duyma, gerçek dünyadan kaçış ve fayda konusundaki motivasyonlarının yükseldiği saptanmıştır.

Kaynakça

  • Akın A., Çınar K. and Demirci İ. (2014). The Validity and Reliability of the Gaming Motivation Scale. Mersin University Journal of the Faculty of Education, 11.1.
  • Bayrakdar A., Yıldız Y. and Bayraktar I. (2020). Do e-athletes move? A study on physical activity level and body composition in elite e-sports. Physical Education of Students, 24(5): 259–264.
  • Çakar D.B. and Güler C. (2018). ESports as a New Working Area for Sports Scientists. 16th International Sport Sciences Congress Proceedings, 31th October-3rd November 2108, Antalya, Turkey.
  • Deen G. and Hammer M. (2006). Bethencourt ve Eroin I. Running Ouake II on A Grid, IBM System Journal, 21-44.
  • Frasca, G. (2001). Rethinking Agency and Immersion: Video Games as a Means of Consciousness-Raising.” Siggraph, http://siggraph.org/artdesign/gallery/S01/essays.html.
  • Hallmann, K. and Giel T. (2018). eSports–Competitive sports or recreational activity?. Sport Management Review, 21.1: 14-20.
  • Hamari J., Sjöblom M. (2017).What is eSports and why do people watch it?. Internet research.
  • Jenny S.E., et al. (2017). Virtual (ly) athletes: where eSports fit within the definition of “Sport”. Quest, 69.1: 1-18.
  • Kim J. and Kim M. (2020). Spectator e-sport and well-being through live streaming services. Technology in Society, 63: 101401.
  • Marelić, M., & Vukušić, D. (2019). E-sports: Definition and social implications. Exercise and Quality of Life, 11(2): 47-54.
  • Martončik M. (2015). eSports: Playing just for fun or playing to satisfy life goals?. Computers in Human Behavior, 48: 208-211.
  • Munusturlar M.A. and Munusturlar S. (2018). Development of Computer Gaming Motivation Scale, Spormetre, 16(3): 81-90.
  • Özsoy S., Kalafat Çat A. (2018). New Form of Sport in Virtual Environment: E-sport, 16th International Sport Sciences Congress Proceedings, 31th October-03rd November 2018, Antalya, Turkey.
  • Özsoy S., Sepetci T. (2019). Presentation of eSports as a popular culture product in cinema: İyi Oyun (Good Game) sample. 4th International Scientific Research Congress (IBAD-2019) Proceedings 90-98.
  • Parry J. (2019). ESports are not sports. Sport, Ethics and Philosophy, 13.1: 3-18.
  • Rambusch J., Jakobsson P., Pargman D. (2007). Exploring ESports: A case study of game play in Counter-strike. In: 3rd Digital Games Research Association International Conference: Situated Play, DiGRA 2007, Tokyo, 24 September 2007 through 28 September 2007. Digital Games Research Association (DiGRA), 157-164.
  • Seo Y. and Jung S. (2016). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16 (3): 635-655. Seo Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy, Journal of Marketing Management: 1542-1560.
  • Statista.com (2020) eSports Market Revenue Worldwide from 2018 to 2023. https://www.statista.com/statistics/490522/global-eSports-market-revenue/ Şenses M. A. (2020). Critical Evaluation on Hobby, Game, Sport and E-Sport. Uludağ Üniversitesi Fen-Edebiyat Fakültesi Sosyal Bilimler Dergisi, 21.39: 983-1007.
  • Tabachnick B.G. and Fidell L.S. (2007). Using multivariate statistics (5th Edition). Boston: Pearson. Twitch.tv. (2020). About Twitch. https://www.twitch.tv/p/about/
  • Weiss T. and Schiele S. (2013). Virtual worlds in competitive contexts: Analyzing eSports consumer needs. Electronic Markets, 23.4: 307-316.
  • Wolf M. (2012). Encyclopedia of Video Games: M-Z, Greenwood, England.
Toplam 21 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor Faaliyetleri Yönetimi
Bölüm Araştırma Makalesi
Yazarlar

Selami Özsoy 0000-0002-8776-8922

Ömer Sivrikaya 0000-0002-3529-8754

Erken Görünüm Tarihi 30 Aralık 2021
Yayımlanma Tarihi 31 Aralık 2021
Gönderilme Tarihi 30 Ekim 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 2 Sayı: 1

Kaynak Göster

APA Özsoy, S., & Sivrikaya, Ö. (2021). E-spor Oyuncularının Motivasyon Kaynakları: Üniversite Öğrencileri Üzerine Bir Uygulama. FOCUSS Spor Yönetimi Araştırmaları Dergisi, 2(1), 17-34.