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SYSTEMATİC ANALYSİS OF THE E-SPORTS MARKETİNG LİTERATURE

Year 2025, Volume: 10 Issue: 2, 444 - 467, 12.12.2025
https://doi.org/10.54452/jrb.1730631

Abstract

This study aims to systematically evaluate academic research published in the field of e-sports marketing, with the goal of identifying key trends, fundamental strategies, and gaps in the existing literature. A total of 50 scholarly studies published between 2015 and 2025 in the Web of Science (WoS) database were examined using a systematic analysis method. The findings indicate a notable increase in research on e-sports marketing, particularly in 2020 and 2021, with a predominant reliance on quantitative research methods. China and the United States emerged as the leading countries in terms of publication volume, while the United States, the United Kingdom, and Ireland demonstrated the highest citation impact. Among the most cited works are those by Keiper et al. (2017), Lu (2016), and Rossi et al. (2021). Key thematic areas revolve around sponsorship, brand collaborations, social media marketing, and consumer behavior. This study contributes to the literature by highlighting the dynamic structure of e-sports marketing and identifying potential directions for future research.

References

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  • Akkaya, S., Şen, B., & Kapıdere, M. (2021). A multi-directional assessment related to e-sports as a new game experience field and socialising tool. Atatürk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 25(3), 968– 988. https://doi.org/10.53487/ataunisosbil.944458
  • Barry, T., Mason, D., & Trzonkowski, R. (2022). Arena-anchored urban development projects and the visitor economy. Frontiers in Sports and Active Living, 4. https://doi.org/10.3389/fspor.2022.912926
  • Chen, N., & Yang, Y. (2023). The role of influencers in live streaming e-commerce: Influencer trust, attachment, and consumer purchase intention. Journal of Theoretical and Applied Electronic Commerce Research, 18(3), 1601–1618. https://doi.org/10.3390/jtaer18030081
  • Cornwell, T., & Jähn, S. (2023). Two types of sport marketing (pp. 2–18). https://doi.org/10.4337/978.180.2208 412.00010
  • Coşkun, R., Altunışık, R., Bayraktaroğlu, S., & Yıldırım, E. (2015). Sosyal bilimlerde araştırma yöntemleri SPSS uygulamalı (8th ed.). Sakarya Kitabevi.
  • Devereux, E., Grimmer, L., & Grimmer, M. (2019). Consumer engagement on social media: Evidence from small retailers. Journal of Consumer Behaviour, 19(2), 151–159. https://doi.org/10.1002/cb.1800
  • Dirik, D., Eryılmaz, İ., & Erhan, T. (2023). Post-truth kavramı üzerine yapılan çalışmaların VOSviewer ile bibliyometrik analizi. Sosyal Mucit Academic Review, 4(2), 164–188.
  • Dong, X. (2023). Study on business model of the e-sports industry. Advances in Economics Management and Political Sciences, 27(1), 213–217. https://doi.org/10.54254/2754-1169/27/20231262
  • European Sponsorship Association. (2024). Sponsorship market trends report 2024. https://sponsorship.org
  • Ferreira, A., Crespo, C., & Mendes, C. (2021). Effects of athletic performance and marketable lifestyle on consumers’ engagement with sport celebrity’s social media and their endorsements. International Journal of Sports Marketing and Sponsorship, 23(2), 259–277. https://doi.org/10.1108/IJSMS-12-2020-0211
  • Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7–13. https://doi.org/10.1016/j.smr.2017.07.008
  • Goulas, A. (2020). Impacts from sport events for the local communities on tourism, local economic development and destination branding: The case of Larissa regional unit race events. European Journal of Economic Studies, 9(1), 21–26.
  • Guo, Y., Dong, J., & Lin, Y. (2023). Influencing factors of consumption willingness for e-sports products: A case study of “King of Glory” game players. Journal of Smart Tourism, 3(4), 33–41. https://doi.org/10.52255/ smarttourism.2023.3.4.5
  • Hamari, J., & Sjöblom, M. (2017). What is esports and why do people watch it? Internet Research, 27(2), 211– 232. https://doi.org/10.1108/IntR-04-2016-0085
  • Heo, Y., Pedersen, Z., Williams, A., & Byon, K. (2023). An examination of consumer’s brand loyalty and purchase intention toward collaborations in the sport brand footwear industry. Sport Marketing Quarterly, 32(4), 320–331. https://doi.org/10.32731/SMQ.324.122023.04
  • Holden, J. T., Kaburakis, A., & Rodenberg, R. M. (2024). The commercialization of esports: Emerging trends in marketing. Journal of Business Research, 161, 113–124. https://doi.org/10.1016/j.jbusres.2023.113124
  • Hwang, G., & Chung, K. (2020). The dynamics of cause-related marketing platform and interactivity on college sport fans’ donations. Sport Business and Management an International Journal, 10(2), 227–241. https:// doi.org/10.1108/SBM-08-2019-0070
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  • Keiper, M. C., Manning, R. D., Jenny, S., Olrich, T., & Croft, C. (2017). No reason to LoL at LoL: The addition of esports to intercollegiate athletic departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143–160.
  • Khoirunnisa, A., & Astini, R. (2021). The effects of experiential marketing and social media marketing on repurchase intention with brand trust as variable mediation for wearing Klamby hijab fashion products. European Journal of Business Management and Research, 6(6), 35–41. https://doi.org/10.24018/ ejbmr.2021.6.6.1145
  • Kładź-Postolska, K. (2023). E-sport from players competition to the worlds business. Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie, 24(1), 113–124. https://doi.org/10.5604/01.3001.0053.4047
  • Kokolakakis, T., & Čingienė, V. (2022). An estimation of consumer spending on sport in Lithuania, its division between active and passive participation and the effects of COVID-19. Sustainability, 14(19), 12261. https://doi.org/10.3390/su141912261
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  • Kumar, L., & Bagchi, A. (2020). Comparative analysis of digital marketing strategies for live streaming of sporting events. ATMPH, 23(17). https://doi.org/10.36295/ASRO.2020.231725
  • Lai, H., Li, X., & Zhang, Q. (2024). The impact of e-sports event on urban economic development: A case study of the Hangzhou Asian Game. Advances in Economics Management and Political Sciences, 104(1), 46– 54. https://doi.org/10.54254/2754-1169/104/2024ed0139
  • Lin, S., & Khan, A. (2022). China and e-sports in the digital era. Asr Chiang Mai University Journal of Social Sciences and Humanities, 8(2). https://doi.org/10.12982/cmujasr.2021.009
  • Liu, X. (2024). Research on the problem analysis and localization marketing strategy of Nike in China. FE, 1(9). https://doi.org/10.61173/7t5rq248
  • Liu, Y., Dong, B., & Zeng, X. (2022). Healthy and sustainable development of sports economy based on artificial intelligence and mental model. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.956682
  • Liu, Z. (2024). Governments invest in e-sports venues to promote cultural participation. Academic Journal of Humanities & Social Sciences, 7(5). https://doi.org/10.25236/ajhss.2024.070505
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E-SPOR PAZARLAMASI LİTERATÜRÜNÜN SİSTEMATİK ANALİZİ

Year 2025, Volume: 10 Issue: 2, 444 - 467, 12.12.2025
https://doi.org/10.54452/jrb.1730631

Abstract

Bu çalışma, e-spor pazarlaması alanında yayınlanan akademik araştırmaları sistematik bir şekilde değerlendirerek alandaki eğilimleri, temel stratejileri ve literatürdeki boşlukları ortaya koymayı amaçlamaktadır. 2015-2025 yılları arasında Web of Science (WoS) veri tabanında yer alan 50 bilimsel çalışma, sistematik analiz yöntemiyle incelenmiştir. Bulgular, e-spor pazarlamasına yönelik çalışmaların özellikle 2020 ve 2021 yıllarında belirgin bir artış gösterdiğini ve ağırlıklı olarak nicel yöntemlerle gerçekleştirildiğini ortaya koymaktadır. Çin ve ABD, en fazla yayın üreten ülkeler olarak öne çıkarken; ABD, İngiltere ve İrlanda, en yüksek atıf etkisine sahip ülkelerdir. En çok atıf alan çalışmalar arasında Keiper ve arkadaşları (2017), Lu (2016) ve Rossi ve arkadaşları (2021) yer almaktadır. Anahtar temalar, sponsorluk, marka iş birlikleri, sosyal medya pazarlaması ve tüketici davranışları etrafında şekillenmektedir. Çalışma, e-spor pazarlamasının dinamik yapısını ve gelecekteki araştırmalar için potansiyel alanları vurgulayarak literatüre katkı sağlamaktadır.

References

  • Adnan, N., Farrag, D., & Alam, M. (2025). Exploring arousal in GCC as a mediator of impulsive behavior among tourists in e‐sports tourism: Insights from Gulf countries’ collective culture. International Journal of Tourism Research, 27(2). https://doi.org/10.1002/jtr.2763
  • Akkaya, S., Şen, B., & Kapıdere, M. (2021). A multi-directional assessment related to e-sports as a new game experience field and socialising tool. Atatürk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 25(3), 968– 988. https://doi.org/10.53487/ataunisosbil.944458
  • Barry, T., Mason, D., & Trzonkowski, R. (2022). Arena-anchored urban development projects and the visitor economy. Frontiers in Sports and Active Living, 4. https://doi.org/10.3389/fspor.2022.912926
  • Chen, N., & Yang, Y. (2023). The role of influencers in live streaming e-commerce: Influencer trust, attachment, and consumer purchase intention. Journal of Theoretical and Applied Electronic Commerce Research, 18(3), 1601–1618. https://doi.org/10.3390/jtaer18030081
  • Cornwell, T., & Jähn, S. (2023). Two types of sport marketing (pp. 2–18). https://doi.org/10.4337/978.180.2208 412.00010
  • Coşkun, R., Altunışık, R., Bayraktaroğlu, S., & Yıldırım, E. (2015). Sosyal bilimlerde araştırma yöntemleri SPSS uygulamalı (8th ed.). Sakarya Kitabevi.
  • Devereux, E., Grimmer, L., & Grimmer, M. (2019). Consumer engagement on social media: Evidence from small retailers. Journal of Consumer Behaviour, 19(2), 151–159. https://doi.org/10.1002/cb.1800
  • Dirik, D., Eryılmaz, İ., & Erhan, T. (2023). Post-truth kavramı üzerine yapılan çalışmaların VOSviewer ile bibliyometrik analizi. Sosyal Mucit Academic Review, 4(2), 164–188.
  • Dong, X. (2023). Study on business model of the e-sports industry. Advances in Economics Management and Political Sciences, 27(1), 213–217. https://doi.org/10.54254/2754-1169/27/20231262
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  • Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7–13. https://doi.org/10.1016/j.smr.2017.07.008
  • Goulas, A. (2020). Impacts from sport events for the local communities on tourism, local economic development and destination branding: The case of Larissa regional unit race events. European Journal of Economic Studies, 9(1), 21–26.
  • Guo, Y., Dong, J., & Lin, Y. (2023). Influencing factors of consumption willingness for e-sports products: A case study of “King of Glory” game players. Journal of Smart Tourism, 3(4), 33–41. https://doi.org/10.52255/ smarttourism.2023.3.4.5
  • Hamari, J., & Sjöblom, M. (2017). What is esports and why do people watch it? Internet Research, 27(2), 211– 232. https://doi.org/10.1108/IntR-04-2016-0085
  • Heo, Y., Pedersen, Z., Williams, A., & Byon, K. (2023). An examination of consumer’s brand loyalty and purchase intention toward collaborations in the sport brand footwear industry. Sport Marketing Quarterly, 32(4), 320–331. https://doi.org/10.32731/SMQ.324.122023.04
  • Holden, J. T., Kaburakis, A., & Rodenberg, R. M. (2024). The commercialization of esports: Emerging trends in marketing. Journal of Business Research, 161, 113–124. https://doi.org/10.1016/j.jbusres.2023.113124
  • Hwang, G., & Chung, K. (2020). The dynamics of cause-related marketing platform and interactivity on college sport fans’ donations. Sport Business and Management an International Journal, 10(2), 227–241. https:// doi.org/10.1108/SBM-08-2019-0070
  • Jeličić, G. (2024). Personal branding and influencer marketing in sports. SPORTICOPEDIA, 2(1), 347– 358. https://doi.org/10.58984/smbic240201347j
  • 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. https://doi.org/10.1080/00336.297.2016.1144517
  • Kasemsap, K. (2016). The roles of sports sponsorship and brand management in global sports marketing (pp. 1347–1367). https://doi.org/10.4018/978-1-4666-9814-7.ch063
  • Keiper, M. C., Manning, R. D., Jenny, S., Olrich, T., & Croft, C. (2017). No reason to LoL at LoL: The addition of esports to intercollegiate athletic departments. Journal for the Study of Sports and Athletes in Education, 11(2), 143–160.
  • Khoirunnisa, A., & Astini, R. (2021). The effects of experiential marketing and social media marketing on repurchase intention with brand trust as variable mediation for wearing Klamby hijab fashion products. European Journal of Business Management and Research, 6(6), 35–41. https://doi.org/10.24018/ ejbmr.2021.6.6.1145
  • Kładź-Postolska, K. (2023). E-sport from players competition to the worlds business. Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie, 24(1), 113–124. https://doi.org/10.5604/01.3001.0053.4047
  • Kokolakakis, T., & Čingienė, V. (2022). An estimation of consumer spending on sport in Lithuania, its division between active and passive participation and the effects of COVID-19. Sustainability, 14(19), 12261. https://doi.org/10.3390/su141912261
  • Kong, R. (2024). Research on the development of e-sports events in today’s era. Lecture Notes in Education Psychology and Public Media, 59(1). https://doi.org/10.54254/2753-7048/59/20241777
  • Kumar, L., & Bagchi, A. (2020). Comparative analysis of digital marketing strategies for live streaming of sporting events. ATMPH, 23(17). https://doi.org/10.36295/ASRO.2020.231725
  • Lai, H., Li, X., & Zhang, Q. (2024). The impact of e-sports event on urban economic development: A case study of the Hangzhou Asian Game. Advances in Economics Management and Political Sciences, 104(1), 46– 54. https://doi.org/10.54254/2754-1169/104/2024ed0139
  • Lin, S., & Khan, A. (2022). China and e-sports in the digital era. Asr Chiang Mai University Journal of Social Sciences and Humanities, 8(2). https://doi.org/10.12982/cmujasr.2021.009
  • Liu, X. (2024). Research on the problem analysis and localization marketing strategy of Nike in China. FE, 1(9). https://doi.org/10.61173/7t5rq248
  • Liu, Y., Dong, B., & Zeng, X. (2022). Healthy and sustainable development of sports economy based on artificial intelligence and mental model. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.956682
  • Liu, Z. (2024). Governments invest in e-sports venues to promote cultural participation. Academic Journal of Humanities & Social Sciences, 7(5). https://doi.org/10.25236/ajhss.2024.070505
  • Lu, Z. (2016). From e-heroin to e-sports: The development of competitive gaming in China. The International Journal of the History of Sport, 33(18), 2186–2206.
  • Obradović, M., Alčaković, S., Vyugina, D., & Tasevski, S. (2019). Use of social media in communication strategies of premier league football clubs (pp. 244–249). https://doi.org/10.15308/sinteza-2019-244-249
  • Oxford Analytica. (2019). E-sports will grow into a multi-billion-dollar sector. Emerald Expert Briefings, (oxan-db).
  • Pasaribu, A. (2023). Electronic sports (e-sports): A global phenomenon affecting sports culture. Riyadhoh Jurnal Pendidikan Olahraga, 6(2), 190. https://doi.org/10.31602/rjpo.v0i0.13132
  • Pradnyadewi, P., Dewi, A., Wahyuni, N., & Nugraha, M. (2024). Duration of playing Mobile Legends on the incidence of De Quervain syndrome among e-sport players. Physical Therapy Journal of Indonesia, 5(1), 43–46. https://doi.org/10.51559/ptji.v5i1.186
  • Pratama, R., & Putra, R. (2023). Strategi komunikasi pemasaran daring melalui kolaborasi brand. Bandung Conference Series Communication Management, 3(2), 581–588. https://doi.org/10.29313/bcscm. v3i2.7574
  • PricewaterhouseCoopers. (2024). Global entertainment & media outlook 2024–2028. https://www.pwc.com/gx/ en/industries/tmt/media/outlook.html
  • Qi, L. (2022). An optimization method of sports service network layout based on network communication. Mathematical Problems in Engineering, 2022, 1–9. https://doi.org/10.1155/2022/4980386
  • Qian, T. Y., Wang, J. J., & Zhang, J. J. (2020). Push and pull factors in e-sports livestreaming: A partial least squares structural equation modeling approach. International Journal of Sport Communication, 13(4), 621–642. https://doi.org/10.1123/ijsc.2020-0001
  • Ratković, M., & Pećić, M. (2024). Marketing potential of the e-sports market in Serbia. Ekonomski Signali, 19(1), 123–142. https://doi.org/10.5937/ekonsig2401123r
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There are 61 citations in total.

Details

Primary Language Turkish
Subjects Business Administration
Journal Section Research Article
Authors

Arif Kırmızıkaya 0000-0002-1445-9643

Submission Date June 30, 2025
Acceptance Date November 5, 2025
Publication Date December 12, 2025
Published in Issue Year 2025 Volume: 10 Issue: 2

Cite

APA Kırmızıkaya, A. (2025). E-SPOR PAZARLAMASI LİTERATÜRÜNÜN SİSTEMATİK ANALİZİ. Journal of Research in Business, 10(2), 444-467. https://doi.org/10.54452/jrb.1730631