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Year 2018, Volume: 6 Issue: 1, 95 - 102, 30.03.2018

Abstract

References

  • Baker S (2016). Stewart brand recalls first ‘SpaceWar’ video game tournament. Retrieved from; http://www.rollingstone.com/culture/news/stewart-brand-recalls-first-spacewarvideo- game-tournament-20160525
  • Coakley (2008). Sports in society: Issues and controversies (10th ed.).New York, NY: McGraw-Hill
  • Darendeli T (2015).Türkiye’de eSpor http://dijitalsporlar.com/makaleler/turkiyede-espor, Date received; 23.01.2018.
  • e-Sport Earnings (2000). Overall e-Sport Stats for 2000.Retrieved from http://www.esport searnings.com/history/2000/top_players
  • GeForce (2015). League of Legends. Retrieved from http://www.geforce.com/games-applications/pc-games/league-of-legends
  • Heaven D (2014). E-Sport: Pro video gaming explodes with big prize pots. New Scientist. Retrieved from http://www.newscientist.com/article/mg22329823.900-e-Sport-pro-video-gaming-explodes-with-big-prize-pots.html#.VR9OzeEyRxI
  • Huhh JS (2007). PC bang Inc. The culture and business of PC bangs in Korea. The Culture and Business of PC bangs in Korea SSRN. Retrieved at https://papers.ssrn.com/sol3/papers.cfm?abstract_id=975171.
  • Jenny S, Manning RD, Keiper MC, Olrich TW (2016). Virtual(ly) athletes: Where e-Sport fit within the definition of "sport". Quest.DOI:10.1080/00336297.2016.1144517.
  • Jin D (2010). E-Sport and television business in the digital economy. In D.Jin (ed.), Korea’s online gaming empire (pp.59–79).Cambridge, MA: MIT Press.
  • Kalle J, Jesper T (2010). Electronic sport and its impact on future sport, Sport in Society, 13:2, 287-299, DOI:10.1080/17430430903522996
  • Kim Y, Ross SD (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34.
  • Knox M (1999).“The Sport of Computer Gaming”, 3DActionPlanet, 1999 [Online] Available at http://www.3dactionplanet.com/features/editorials/sport/
  • Kushner D (2004). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House Trade Paperbacks.
  • O’Neill PH (2014).Twitch dominated streaming in 2013, and here are the numbers to prove it. Retrieved from https://dote-Sport.com/league-of-legends/twitch-growth-e-Sport-stream ing-mlg-youtube-2013-90
  • Players Guide to Electronic Science Fiction Games (1982). Electronic Games, 35–45.Retrieved from https://archive.org/stream/electronic-games-magazine-1982-03/Elec tronic_Games_Issue_02_Vol_01_02_1982_Mar#page/n35/mode/1up
  • Samur S (2018).Bilgi Çağında Spor Yönetimi, Gazi Yayınevi, Ankara, 1.Basım.
  • Segal D (2014). Behind League of Legends, E-Sport’s main attraction. New York Times. Retrieved from http://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legends-main-attraction-e-Sport.html
  • Southern N (2017).The rise of e-Sport: A new audience model and a new medium?, B.A.Camdidate, Department of Mathematics, California State University Staniaslaus, 1 University Circle, Turlock, CA, 95382.
  • Suits B (2007). The elements of sport. In W.J.Morgan (Ed.), Ethics in sport (pp.9–19).Champaign, IL: Human Kinetics.
  • The Frag Diary (1997). [Online] Available at:http://bluesnews.com/articles/thefrag .html
  • The OGA (1999).[Online] Available at:http://www.eurogamer.net/article.php?Article_id=105
  • Twitch (2016). Retrieved from https://www.twitch.tv/p/about
  • Üçüncüoğlu M, Çakır VO (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma.İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.
  • Wagner MG (2006).On The Scientific Relevance of e-Sport. Department for Interactive Media and Educational Technology Danube University Krems, 3500 Krems, Austria, https://www.researchgate.net/publication/220968200
  • Welch T (2002).“The History of the CPL”, Cyberathlete Professional League, [Online] Available at http://www.thecpl.com/league/?p=history

Development of e-Sport in Turkey and in the World

Year 2018, Volume: 6 Issue: 1, 95 - 102, 30.03.2018

Abstract

The extraordinary development of technology has caused
to emerge some new improvements by affecting sport
field as it has affected the other fields. The world which has become the huge
market economically with the effects of
globalization expanded including the-Sport with the developing of information
and communication technologies. One of the developments related to the sport field is e-Sport. The history of e-Sport
dating back 1970s in the world has started to build a foundation in Turkey’s 2000s years. Although plenty of e-Sport
players take part in the international contests in the national level, the studies related to the e-Sport and the
developments of e-Sport between the countries are very few in the world, and
scarcely any in Turkey. Sport has
increased the capacity of viewers and being a big sector. Therefore, comparing
the situation and improvement of e-Sport both in Turkey and the world is the
main goal of this research. The research carried out as part of a scan study
model. It has been done to understand the situation of our country in this
field, and how to ameliorate it by considering the last improvements of e-Sport
in Turkey and the world.

References

  • Baker S (2016). Stewart brand recalls first ‘SpaceWar’ video game tournament. Retrieved from; http://www.rollingstone.com/culture/news/stewart-brand-recalls-first-spacewarvideo- game-tournament-20160525
  • Coakley (2008). Sports in society: Issues and controversies (10th ed.).New York, NY: McGraw-Hill
  • Darendeli T (2015).Türkiye’de eSpor http://dijitalsporlar.com/makaleler/turkiyede-espor, Date received; 23.01.2018.
  • e-Sport Earnings (2000). Overall e-Sport Stats for 2000.Retrieved from http://www.esport searnings.com/history/2000/top_players
  • GeForce (2015). League of Legends. Retrieved from http://www.geforce.com/games-applications/pc-games/league-of-legends
  • Heaven D (2014). E-Sport: Pro video gaming explodes with big prize pots. New Scientist. Retrieved from http://www.newscientist.com/article/mg22329823.900-e-Sport-pro-video-gaming-explodes-with-big-prize-pots.html#.VR9OzeEyRxI
  • Huhh JS (2007). PC bang Inc. The culture and business of PC bangs in Korea. The Culture and Business of PC bangs in Korea SSRN. Retrieved at https://papers.ssrn.com/sol3/papers.cfm?abstract_id=975171.
  • Jenny S, Manning RD, Keiper MC, Olrich TW (2016). Virtual(ly) athletes: Where e-Sport fit within the definition of "sport". Quest.DOI:10.1080/00336297.2016.1144517.
  • Jin D (2010). E-Sport and television business in the digital economy. In D.Jin (ed.), Korea’s online gaming empire (pp.59–79).Cambridge, MA: MIT Press.
  • Kalle J, Jesper T (2010). Electronic sport and its impact on future sport, Sport in Society, 13:2, 287-299, DOI:10.1080/17430430903522996
  • Kim Y, Ross SD (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing & Sponsorship, 8(1), 34.
  • Knox M (1999).“The Sport of Computer Gaming”, 3DActionPlanet, 1999 [Online] Available at http://www.3dactionplanet.com/features/editorials/sport/
  • Kushner D (2004). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House Trade Paperbacks.
  • O’Neill PH (2014).Twitch dominated streaming in 2013, and here are the numbers to prove it. Retrieved from https://dote-Sport.com/league-of-legends/twitch-growth-e-Sport-stream ing-mlg-youtube-2013-90
  • Players Guide to Electronic Science Fiction Games (1982). Electronic Games, 35–45.Retrieved from https://archive.org/stream/electronic-games-magazine-1982-03/Elec tronic_Games_Issue_02_Vol_01_02_1982_Mar#page/n35/mode/1up
  • Samur S (2018).Bilgi Çağında Spor Yönetimi, Gazi Yayınevi, Ankara, 1.Basım.
  • Segal D (2014). Behind League of Legends, E-Sport’s main attraction. New York Times. Retrieved from http://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legends-main-attraction-e-Sport.html
  • Southern N (2017).The rise of e-Sport: A new audience model and a new medium?, B.A.Camdidate, Department of Mathematics, California State University Staniaslaus, 1 University Circle, Turlock, CA, 95382.
  • Suits B (2007). The elements of sport. In W.J.Morgan (Ed.), Ethics in sport (pp.9–19).Champaign, IL: Human Kinetics.
  • The Frag Diary (1997). [Online] Available at:http://bluesnews.com/articles/thefrag .html
  • The OGA (1999).[Online] Available at:http://www.eurogamer.net/article.php?Article_id=105
  • Twitch (2016). Retrieved from https://www.twitch.tv/p/about
  • Üçüncüoğlu M, Çakır VO (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma.İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.
  • Wagner MG (2006).On The Scientific Relevance of e-Sport. Department for Interactive Media and Educational Technology Danube University Krems, 3500 Krems, Austria, https://www.researchgate.net/publication/220968200
  • Welch T (2002).“The History of the CPL”, Cyberathlete Professional League, [Online] Available at http://www.thecpl.com/league/?p=history
There are 25 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Harun Ayar

Publication Date March 30, 2018
Published in Issue Year 2018 Volume: 6 Issue: 1

Cite

APA Ayar, H. (2018). Development of e-Sport in Turkey and in the World. International Journal of Sport Culture and Science, 6(1), 95-102.
IntJSCS is published by International Science Culture and Sport Association (ISCSA).