Öz
From the beginning of 1980s, video games and gaming consoles have grown popularity with advancing new technologies. This attention towards video games has led to improvement of video game industry and emerged “E-sports” concept. Not just growing numbers of viewers, participants and also investments of various companies, sports clubs have blazed up the discussion whether E-sports is a real sports or not. The purpose of this study was to investigate the strengths and weaknesses of eSports in Turkey with point of eSport managers and sport scientists. Qualitative research methods and phenomenology design were used in this research. The data were collected by semi-structured interviews. 11 participants (5 eSport managers and 6 sports scientists) included the research and were selected by the method of criterion sampling. Inductive data analysis was used for data analysis and data was transferred into NVIVO 10 software. The strengths of esports were low cost, accessibility, career opportunity, publicity of country, support of government, fanship, being new generation , technology, developmental potential, and individual and social gains. In addition weaknesses of eSports were determined as recognition, legal problems, cybersecurity problems,health problems, quick boredom of the consumers, career period, internet infrastructure and badly purposes. Despite of eSport’s being a new field, it’s evolution has gained such a momentum that it surpassed many conventional sports fields. But because of its weaknesses, there needs to be an effort to fix the flawed points of it.