TY - JOUR T1 - E (Spor) mu? Eleştirel Bir Yaklaşım TT - E (Sport)? A Critical Approach AU - Tekin, Ali AU - Tekin, Gülcan PY - 2025 DA - August Y2 - 2025 DO - 10.17155/omuspd.1693122 JF - Spor ve Performans Araştırmaları Dergisi JO - SPD PB - Ondokuz Mayıs University WT - DergiPark SN - 1309-8543 SP - 373 EP - 391 VL - 16 IS - 2 LA - tr AB - Espor, gittikçe popülerleşen ve hızla büyüyen bir endüstriyel sektöre adını vermiş olsa da adlandırma ve kavramsallaştırma açısından birçok tartışmanın odağında yer almaktadır. Esporun bir spor dalı olarak kabul edilmesinin tutarlı olup olmadığı detaylı şekilde açıklanmaya muhtaçtır. Bu çalışmada, spor ve espor kavramları literatürde kendilerine atfedilen tanımlara göre incelenip ortak ve ayrışan özellikleri açısından karşılaştırılmıştır. Nitel yöntemle yapılan bu çalışma; eleştirel düşünme, analiz ve senteze dayanır. Öncelikle esporun kavramsal olarak bir spor dalı değil oyun türü olduğu yargısına varılmıştır. İlaveten esporun fiziksel aktivite yoksunluğu, küresel merkezi bir yönetim yanında ulusal ve yerel teşkilatlanmasının olmaması, kurallarının oyun yayıncıları tarafından konulması, kısıtlı yaygınlığı, düşük bireysel ve toplumsal nüfuz etme potansiyeli göz önünde bulundurulduğunda, kendisini tarihsel olarak kanıtlamış ve köklü bir kültür oluşturmuş sporun bir dalı olarak kabulü şimdilik olası gözükmemektedir. KW - dijital oyunlar KW - video KW - siber KW - fiziksel egzersiz KW - espor N2 - Although esport has given its name to an increasingly popular and rapidly growing industrial sector, it is at the center of many debates in terms of naming and conceptualization. Whether the acceptance of esport as a sport branch is consistent needs to be explained in detail. In this study, the concepts of sport and esport were examined according to the definitions attributed to them in literature and compared in terms of their common and differentiating features. This qualitative study was based on critical thinking, analysis, and synthesis. First, it was concluded that esport is conceptually a game type and not a sports branch. In addition, considering the lack of physical activity, the lack of national and local organizations, as well as a global central administration, the fact that the rules are set by game publishers, the fact that it appeals to a limited part of society due to its limited prevalence, and its low individual and social penetration potential, it seems unlikely for now to be accepted as a branch of sports that has historically proven and created a deep-rooted culture. CR - Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In J. Fromme & A. Unger (Eds.). Computer games and new media cultures: A handbook of digital games studies (pp. 477-490). Dordrecht: Springer Netherlands. CR - Australian Sports Commission. (2025, April 30). What is sport? 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Asian Journal of Sport History & Culture, 3(3), 266-288. https://doi.org/10.1080/27690148.2024.2380307 UR - https://doi.org/10.17155/omuspd.1693122 L1 - https://dergipark.org.tr/en/download/article-file/4843011 ER -