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E-SPOR EKONOMİSİNİN GELİŞİMİ

Year 2022, Volume: 16 Issue: 3, 327 - 341, 19.12.2022

Abstract

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.

References

  • 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].
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  • 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.

THE DEVELOPMENT OF E-SPORTS ECONOMY

Year 2022, Volume: 16 Issue: 3, 327 - 341, 19.12.2022

Abstract

“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.

References

  • 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.
There are 60 citations in total.

Details

Primary Language Turkish
Subjects Sports Medicine
Journal Section Derleme
Authors

Hüsnü Bilir 0000-0001-9602-8267

Publication Date December 19, 2022
Submission Date November 25, 2022
Acceptance Date December 16, 2022
Published in Issue Year 2022 Volume: 16 Issue: 3

Cite

APA Bilir, H. (2022). E-SPOR EKONOMİSİNİN GELİŞİMİ. Beden Eğitimi Ve Spor Bilimleri Dergisi, 16(3), 327-341.

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