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OYUN VE SPORUN ÖZGÜN BİR VERSİYONU: ESPOR

Year 2022, Volume: 2 Issue: 2, 26 - 48, 28.12.2022

Abstract

Teknolojik dönüşüm hayatın her alanına etki etmiştir. İnsan ihtiyaçlarından doğan ve bu ihtiyaçları en uygun şekilde karşılamayı amaçlayan bu dönüşüm şüphesiz ki spor alanına da yansımıştır. Başlangıçta sporun gelişimini sağlayan bu gelişmelerin bugün için geldiği nokta ise spor kavramına espor adında yeni bir alan kazandırmasıdır. Rekabetçi video oyunlarının gerek oynanması gerekse izlenmesi espor kavramının doğmasına öncülük etmiştir denebilir. Espor; düzenlenen turnuva sayıları, izlenme oranları, oyuncu sayıları ve yarattığı gelir hacmi ile bugün aynı zamanda önemli bir endüstri konumundadır. Türkiye’de farklı platformlar üzerinden oyun oynayan 42 milyon kişi espor ekosistemi içerisinde yer almaktadır. Oyun endüstrisinin 2022 yılında dünya genelinde elde ettiği gelir 196,9 milyar dolardır. Espor, büyümesine ve espor endüstrisinin paydaşları tarafından spor olarak kabul edilmesine rağmen, spor yönetimi alanında tartışmalı konumu devam etmektedir. Hem akademik hem de spor çevrelerince devam eden tartışma büyük ölçüde; esporun bir spor olarak sınıflandırılıp sınıflandırılamayacağı noktasındadır. Bu çalışmanın amacı; esporu genel olarak sporun tanımlayıcı özelliklerini karşılaması yönü ile ele alarak, sporun özgün bir versiyonu olarak kabul edip, spor yönetimi alanına dahil edilmesini savunmak ve bu alanda yapılacak olan çalışmalar için öneriler getirmektir.

References

  • Aile ve Sosyal Politikalar Bakanlığı. Dijital Dünyada Rekabet, e-Spor ve Topluluk Yönetimi Çalıştayı Sonuç Raporu. Ankara, 2017.
  • Anyang Kaakyire, S., The Socio-Economic Impact of Mega Sports Tournaments on Host Cities- The Case Study of the African Cup of Nations), Ghana,2018.
  • Aracı, H; Okullarda Beden Eğitimi, Bağırgan Yayın Evi, Ankara 1999.
  • Argan, M. Ozer, A. ve Akin, A., "Elektronik Spor: Türkiye’deki Siber Sporcuların Tutum ve Davranışları", Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1 (2), 1-11, (2006).
  • Ayhan, A., Dünden bugüne Türkiye’de Bilim - Teknoloji ve Geleceğin Teknolojileri, Beta Basım Yayım Dağıtım A.Ş., İstanbul, 395-406,2000.
  • Banyai F, Griffiths MD, Kiraly O, Demetrovics Z. The psychology of esports: a systematic literature review. J Gambing Behav. 2018, 35(4): 1–15.
  • Bochner, R. E., Sorensen, K. M., & Belamarich, P. F. (2015). The impact of active video gaming on weight in youth: A meta-analysis. Clinical Pediatrics, 54, 620–628. doi:10.1177/0009922814545165
  • Bradley, B. (2014). Robert Morris University to offer computer gaming scholarships.Robert Morris University to offer computer gaming scholarships - ABC7 Chicago. (Erişim Tarihi:20/07/2022).
  • Campbell M, Toth A, Moran A, Kowal M, Exton C. Esports: a new window on neurocognitive expertise? Prog Brain Res. 2018, 240: 161–74.
  • Crawford, G., & Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26, 50–66.
  • Dave, P. (2013). Online game League of Legends star gets U.S. visa as pro athlete. Los Angeles Times.
  • Drewe, S. (2003). Why sport? Toronto, Canada: Thompson.
  • Fişek, K; Türkiye’de ve Dünya’da Spor Yönetimi, Bağırgan Yayımevi, Ankara 1998.
  • Gao, Z., Chen, S., Pasco, D., & Pope, Z. (2015). A meta-analysis of active video games on health outcomes among children and adolescents. Obesity Reviews. Advanced online publication. doi: 10.1111/obr.12287
  • Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18. Psychological Science, 20, 594–602. doi:10.1111/j.1467-9280.2009.02340.x
  • Gestalt, The OGA: What the hell is it? 1999,http://www.eurogamer. net/articles/oga
  • Granic, I., Lobel, A., & Engels, R. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. doi:10.1037/a0034857
  • Griffiths MD, Davies MNO, Chappel D. Breaking the stereotype: The case of online gaming. CyberPsychology Behav. 2003, 6(1): 81–91.
  • Gurin, P., Dey, E. L., Hurtado, S., & Gurin, G. (2002). Diversity and higher education: Theory and impact on educational outcomes. Harvard Educational Review, 72(3), 330–367.
  • Guttmann A., From ritual to record: The nature of modern sports. New York, NY: Columbia University Press.1978.
  • Gür, Ö., İnternette Reklamcılık. Anadolu üniversitesi, Sosyal Bilimler Enstitüsü, 6-14 (2000).
  • Hamari, J. ve Sjöblom, M. (2017). What Is eSports and Why Do People Watch It?. Internet Research, 27(2), 211-232.
  • Hayes, E., & Silberman, L. (2007). Incorporating video games into physical education. Journal of Physical Education, Recreation & Dance, 78(3), 18–24. doi:10.1080/07303084.2007.10597984
  • Heaven, D. (2014). Esport by numbers. New Scientist. http://www. newscientist.com/article/mg22329824.300-esports-by-numbers.html#.VT6QQiFVhBc(Erişim Tarihi:15/07/2022).
  • Hemphıll, D. 2005. Cybersport. Journal of the Philosophy of Sport 32 (2): 195–207. doi:10.1080/0094870 5.2005.9714682
  • Jenny, S., Hushman, G., & Hushman, C. (2013). Pre-service teachers’ perceptions of motion-based video gaming in physical education. International Journal of Technology in Teaching and Learning, 9(1), 96–111.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., Olrich, T. W. (2017). Virtual (ly) athletes: Where eSports fit within the definition of “sport”. Quest, 69(1), 1-18.
  • Jenny, S., & Schary, D. (2014). Exploring the effectiveness of learning American football through playing the video game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72–87.
  • Kartal, M., Küreselleşme Bağlamında Türkiye’de Espor, Yayınlanmamış Doktora Tezi, İnönü Üversitesi, Sağlık Bilimleri Enstitüsü, 2020.
  • Kates, A. (2015). The debate: For & against e-sports. Engineering & Technology, 10(1), 28-28. doi:10.1049/et.2015.0129
  • Keiper, M. C., Manning, R. D., Jenny, S. E., Olrich, T. W., Croft, C.,(2017), No reason to LoL at LoL: the addition of esports to intercollegiate athletic departments, Journal for the Study of Sports and Atlethes ın Educatıon, https://doi.org/10.1080/19357397.2017.1316001
  • Kretchmar, R. S. (2005). Practical philosophy of sport and physical activity (2nd ed.). Champaign, IL: Human Kinetics.
  • LuBei H. Opportunities and challenges of China digital sports industry. J Pers Comput. 2003, 6: 21–2.
  • Martončik, M. (2015). E-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior, pp.208-211.
  • Mozur, P. (2014). For South Korea, E-Sports is national pastime. New York Times. For South Korea, E-Sports Is National Pastime - The New York Times (nytimes.com) (Erişim Tarihi: 04/08/2022).
  • Newzoo. Global Esports Market Report. 2019.
  • Oh, Y., & Yang, S. (2010, October). Defining exergames and exergaming. Paper presented at the Meaningful Play 2010 Conference, Michigan State University, East Lansing, MI. Retrieved from http://meaningfulplay.msu.edu/proceedings2010/mp2010_paper_63.pdf
  • Parry, J. (2018). E-sports are not sports. Sports, Ethics and Philosophy.
  • Rambusch J., Jakobsson, P., & Pargman, D. (2007). Exploring E-sports: A Case Study of Gameplay in Counter-Strike. In Preceedings of DiGRA 24(28), 157-164.
  • Riley, D. (2007). Amount of time kids spend playing video games is on the rise. The NPD Group
  • Segal, D. (2014). Behind League of Legends, E-Sports’s main attraction. New York Times. http://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legendsmain-attraction-esports.html (Erişim Tarihi:20/07/2022).
  • Snider, M., ‘League of Legends’ makes big league moves. USA Today, 2013,'League of Legends' makes big league moves (usatoday.com) (Erişim Tarihi: 20/07/2022).
  • Stafford, T., & Dewar, M. (2014). Tracing the trajectory of skill learning with a very large sample of online game players. Psychological Science, 25(2), 511–518. doi:10.1177/0956797613511466
  • Suits, B. (2007). The elements of sport. In W. J. Morgan (Ed.), Ethics in sport (pp. 9–19). Champaign, IL: Human Kinetics.
  • Sween, J., Wallington, S., Sheppard, V., Taylor, T., Llanos, A., & Adams-Campbell, L. (2014). The role of exergaming in improving physical activity: A review. Journal of Physical Activity and Health, 11, 864–870. doi:10.1123/jpah.2011-0425
  • Tamburrini, C. (2000). Essays in the philosophies of sports. Goteborg, Sweden: Acta Universitatis Gothoburgensis
  • Tassi, P. (2015). Second US college now offering ‘league of legends’ scholarship.
  • Toril, P., Reales, J. M., & Ballesteros, S. (2014). Video game training enhances cognition of older adults: A meta-analytic study. Psychology and Aging, 29, 706–716. doi:10.1037/a0037507
  • Wagner, M. G. (2006). On the Scientific Relevance of eSports. In Conference on Internet Computing & Conference on Computer Games Development. Erişim Adresi https://www.researchgate.net/publication/220968200_On_the_Scientific_Relevance_of_eSports (Erişim Tarihi:24/07/2022).
  • Wingfield, N. (2014). In eSports, video gamers draw real crowds and big money. New York Times. http://www.nytimes.com/2014/08/31/technology/esports-explosionbrings-opportunity-riches-for-video-gamers.htm (Erişim Tarihi:30/07/2022).
  • Witkowski E. On the digital playing field: how we ‘do sport’ with networked computer games. Games Cult. 2012, 7: 349–74. Yükçü S, Kaplanoğlu E. UIK e-spor endüstrisi. Uluslararası İktisadi ve İdari İncelemeler Derg. 2018: 533–50.
Year 2022, Volume: 2 Issue: 2, 26 - 48, 28.12.2022

Abstract

References

  • Aile ve Sosyal Politikalar Bakanlığı. Dijital Dünyada Rekabet, e-Spor ve Topluluk Yönetimi Çalıştayı Sonuç Raporu. Ankara, 2017.
  • Anyang Kaakyire, S., The Socio-Economic Impact of Mega Sports Tournaments on Host Cities- The Case Study of the African Cup of Nations), Ghana,2018.
  • Aracı, H; Okullarda Beden Eğitimi, Bağırgan Yayın Evi, Ankara 1999.
  • Argan, M. Ozer, A. ve Akin, A., "Elektronik Spor: Türkiye’deki Siber Sporcuların Tutum ve Davranışları", Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1 (2), 1-11, (2006).
  • Ayhan, A., Dünden bugüne Türkiye’de Bilim - Teknoloji ve Geleceğin Teknolojileri, Beta Basım Yayım Dağıtım A.Ş., İstanbul, 395-406,2000.
  • Banyai F, Griffiths MD, Kiraly O, Demetrovics Z. The psychology of esports: a systematic literature review. J Gambing Behav. 2018, 35(4): 1–15.
  • Bochner, R. E., Sorensen, K. M., & Belamarich, P. F. (2015). The impact of active video gaming on weight in youth: A meta-analysis. Clinical Pediatrics, 54, 620–628. doi:10.1177/0009922814545165
  • Bradley, B. (2014). Robert Morris University to offer computer gaming scholarships.Robert Morris University to offer computer gaming scholarships - ABC7 Chicago. (Erişim Tarihi:20/07/2022).
  • Campbell M, Toth A, Moran A, Kowal M, Exton C. Esports: a new window on neurocognitive expertise? Prog Brain Res. 2018, 240: 161–74.
  • Crawford, G., & Gosling, V. K. (2009). More than a game: Sports-themed video games and player narratives. Sociology of Sport Journal, 26, 50–66.
  • Dave, P. (2013). Online game League of Legends star gets U.S. visa as pro athlete. Los Angeles Times.
  • Drewe, S. (2003). Why sport? Toronto, Canada: Thompson.
  • Fişek, K; Türkiye’de ve Dünya’da Spor Yönetimi, Bağırgan Yayımevi, Ankara 1998.
  • Gao, Z., Chen, S., Pasco, D., & Pope, Z. (2015). A meta-analysis of active video games on health outcomes among children and adolescents. Obesity Reviews. Advanced online publication. doi: 10.1111/obr.12287
  • Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18. Psychological Science, 20, 594–602. doi:10.1111/j.1467-9280.2009.02340.x
  • Gestalt, The OGA: What the hell is it? 1999,http://www.eurogamer. net/articles/oga
  • Granic, I., Lobel, A., & Engels, R. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. doi:10.1037/a0034857
  • Griffiths MD, Davies MNO, Chappel D. Breaking the stereotype: The case of online gaming. CyberPsychology Behav. 2003, 6(1): 81–91.
  • Gurin, P., Dey, E. L., Hurtado, S., & Gurin, G. (2002). Diversity and higher education: Theory and impact on educational outcomes. Harvard Educational Review, 72(3), 330–367.
  • Guttmann A., From ritual to record: The nature of modern sports. New York, NY: Columbia University Press.1978.
  • Gür, Ö., İnternette Reklamcılık. Anadolu üniversitesi, Sosyal Bilimler Enstitüsü, 6-14 (2000).
  • Hamari, J. ve Sjöblom, M. (2017). What Is eSports and Why Do People Watch It?. Internet Research, 27(2), 211-232.
  • Hayes, E., & Silberman, L. (2007). Incorporating video games into physical education. Journal of Physical Education, Recreation & Dance, 78(3), 18–24. doi:10.1080/07303084.2007.10597984
  • Heaven, D. (2014). Esport by numbers. New Scientist. http://www. newscientist.com/article/mg22329824.300-esports-by-numbers.html#.VT6QQiFVhBc(Erişim Tarihi:15/07/2022).
  • Hemphıll, D. 2005. Cybersport. Journal of the Philosophy of Sport 32 (2): 195–207. doi:10.1080/0094870 5.2005.9714682
  • Jenny, S., Hushman, G., & Hushman, C. (2013). Pre-service teachers’ perceptions of motion-based video gaming in physical education. International Journal of Technology in Teaching and Learning, 9(1), 96–111.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., Olrich, T. W. (2017). Virtual (ly) athletes: Where eSports fit within the definition of “sport”. Quest, 69(1), 1-18.
  • Jenny, S., & Schary, D. (2014). Exploring the effectiveness of learning American football through playing the video game “Madden NFL”. International Journal of Technology in Teaching and Learning, 10(1), 72–87.
  • Kartal, M., Küreselleşme Bağlamında Türkiye’de Espor, Yayınlanmamış Doktora Tezi, İnönü Üversitesi, Sağlık Bilimleri Enstitüsü, 2020.
  • Kates, A. (2015). The debate: For & against e-sports. Engineering & Technology, 10(1), 28-28. doi:10.1049/et.2015.0129
  • Keiper, M. C., Manning, R. D., Jenny, S. E., Olrich, T. W., Croft, C.,(2017), No reason to LoL at LoL: the addition of esports to intercollegiate athletic departments, Journal for the Study of Sports and Atlethes ın Educatıon, https://doi.org/10.1080/19357397.2017.1316001
  • Kretchmar, R. S. (2005). Practical philosophy of sport and physical activity (2nd ed.). Champaign, IL: Human Kinetics.
  • LuBei H. Opportunities and challenges of China digital sports industry. J Pers Comput. 2003, 6: 21–2.
  • Martončik, M. (2015). E-Sports: Playing just for fun or playing to satisfy life goals? Computers in Human Behavior, pp.208-211.
  • Mozur, P. (2014). For South Korea, E-Sports is national pastime. New York Times. For South Korea, E-Sports Is National Pastime - The New York Times (nytimes.com) (Erişim Tarihi: 04/08/2022).
  • Newzoo. Global Esports Market Report. 2019.
  • Oh, Y., & Yang, S. (2010, October). Defining exergames and exergaming. Paper presented at the Meaningful Play 2010 Conference, Michigan State University, East Lansing, MI. Retrieved from http://meaningfulplay.msu.edu/proceedings2010/mp2010_paper_63.pdf
  • Parry, J. (2018). E-sports are not sports. Sports, Ethics and Philosophy.
  • Rambusch J., Jakobsson, P., & Pargman, D. (2007). Exploring E-sports: A Case Study of Gameplay in Counter-Strike. In Preceedings of DiGRA 24(28), 157-164.
  • Riley, D. (2007). Amount of time kids spend playing video games is on the rise. The NPD Group
  • Segal, D. (2014). Behind League of Legends, E-Sports’s main attraction. New York Times. http://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legendsmain-attraction-esports.html (Erişim Tarihi:20/07/2022).
  • Snider, M., ‘League of Legends’ makes big league moves. USA Today, 2013,'League of Legends' makes big league moves (usatoday.com) (Erişim Tarihi: 20/07/2022).
  • Stafford, T., & Dewar, M. (2014). Tracing the trajectory of skill learning with a very large sample of online game players. Psychological Science, 25(2), 511–518. doi:10.1177/0956797613511466
  • Suits, B. (2007). The elements of sport. In W. J. Morgan (Ed.), Ethics in sport (pp. 9–19). Champaign, IL: Human Kinetics.
  • Sween, J., Wallington, S., Sheppard, V., Taylor, T., Llanos, A., & Adams-Campbell, L. (2014). The role of exergaming in improving physical activity: A review. Journal of Physical Activity and Health, 11, 864–870. doi:10.1123/jpah.2011-0425
  • Tamburrini, C. (2000). Essays in the philosophies of sports. Goteborg, Sweden: Acta Universitatis Gothoburgensis
  • Tassi, P. (2015). Second US college now offering ‘league of legends’ scholarship.
  • Toril, P., Reales, J. M., & Ballesteros, S. (2014). Video game training enhances cognition of older adults: A meta-analytic study. Psychology and Aging, 29, 706–716. doi:10.1037/a0037507
  • Wagner, M. G. (2006). On the Scientific Relevance of eSports. In Conference on Internet Computing & Conference on Computer Games Development. Erişim Adresi https://www.researchgate.net/publication/220968200_On_the_Scientific_Relevance_of_eSports (Erişim Tarihi:24/07/2022).
  • Wingfield, N. (2014). In eSports, video gamers draw real crowds and big money. New York Times. http://www.nytimes.com/2014/08/31/technology/esports-explosionbrings-opportunity-riches-for-video-gamers.htm (Erişim Tarihi:30/07/2022).
  • Witkowski E. On the digital playing field: how we ‘do sport’ with networked computer games. Games Cult. 2012, 7: 349–74. Yükçü S, Kaplanoğlu E. UIK e-spor endüstrisi. Uluslararası İktisadi ve İdari İncelemeler Derg. 2018: 533–50.
There are 51 citations in total.

Details

Primary Language Turkish
Subjects Sports Activity Management
Journal Section Reviews
Authors

Serpil Karatepe

Tuna Uslu

Publication Date December 28, 2022
Published in Issue Year 2022 Volume: 2 Issue: 2

Cite

APA Karatepe, S., & Uslu, T. (2022). OYUN VE SPORUN ÖZGÜN BİR VERSİYONU: ESPOR. Fenerbahçe Üniversitesi Spor Bilimleri Dergisi, 2(2), 26-48.