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Dijitalleşen Toplumda Dijital Kültür ve Espor

Year 2023, Volume: 22 Issue: 3, 719 - 735, 28.07.2023
https://doi.org/10.21547/jss.1281650

Abstract

Bu çalışmada dijital kültürün sporu nasıl etkilediği üzerinde durulmuş ve spor kültüründe meydana getirdiği değişimler ele alınmıştır. Bu bağlamda öne çıkan espor hem oyun kültüründe hem de spor kültüründe dijital teknolojilerle şekillenen bir olgu ve spor dalıdır. Esporun spor olarak kabul edilip edilemeyeceği ve esporun sağlıkla ilişkisi üzerine tartışmalar mevcuttur. Bu tartışmalar esporun toplumdaki yerini ve dijital kültür ile olan karşılıklı ilişkisini göstermektedir. Yaşadığımız dünyanın ayrılmaz bir parçası olan dijital kültür, toplumu birçok yönden dönüştürmektedir. Bu dönüşümün spordaki en önemli tezahürlerinden biri olarak espor öne çıkmaktadır. Espor zaman içerisinde geçirdiği dönüşümler nedeniyle artık farklı nitelikler taşımakta ve artık her dijital oyun espor olarak kabul edilmemektedir. Esporun geniş bir kitleye hitap etmesi ve izleyicilerinin büyük çoğunluğunun oyunculardan oluşması onu oyun kültürü içerisinde farklı bir yere konumlandırır. Dijitalleşen toplumda sağlık ve espor tartışmaları da yaşanmaktadır. Dijitalleşme geçmişte sadece bir oyun olarak görülen video oyunlarını dönüştürerek spor dünyasına yerleştirmiş ve sporun geleneksel anlamlarını – hareket etme, efor sarf etme, sağlıklı olma- tartışılır hâle getirmiştir. Tüm bu gelişmeler esporun spor dünyası içinde yerini giderek sağlamlaştırdığını ve spor olarak görülme potansiyeli taşıdığını göstermektedir. Espor ile ilgili istatistikler de bu olgunun sosyo-kültürel ve ekonomik değerini ortaya koymaktadır. Espor endüstrisinin küresel pazar gelirinin 2025 yılında 1,87 milyar dolar olacağı tahmin edilmektedir. Espor hayranlarının sayısının 2025 yılına kadar dünya çapında 318 milyonu geçmesi beklenmektedir. Dünya çapındaki internet kullanıcılarının neredeyse %82'si espor oyunlarını oynamaktadır.

References

  • Akkaya, C. (2019). Spora katılımın belirleyicileri: avrobarometre üzerinden sosyolojik bir analiz. Mediterranean Journal of Humanities, 9(2), 55–67.
  • Alexander, P. (2020). Esports for dummies. John Wiley & Sons, Inc.
  • Besombes, N. (2017). Comparison between sports and esports through the lens of the sociology of sport. Geneva Esport Forum, Geneva, Switzerland.
  • Çalışkan, G. (2020). Dijitalleşme / dijital dönüşüm nedir? Binbiriz. https://binbiriz.com/blog/dijitallesme-dijital-donusum-nedir (erişim tarihi: 05.04.2023)
  • Çam, D. (2022). 3 dijital platformda spor yayıncılığı: takipçi çok etkileşim az. Journo. https://journo.com.tr/instagram-youtube-tiktok-spor (erişim tarihi: 04.04.2023)
  • Castells, M. (2008). Enformasyon çağı: ekonomi, toplum ve kültür (cilt 1). (Kılıç, E. Çev.). Bilgi Üniversitesi Yayınları.
  • Clement, J. (2023). Share of internet users worldwide who play video games on any device as of 3rd quarter 2022, by age group and gender. Statista. https://www.statista.com/statistics/326420/console-gamers-gender/ (erişim tarihi: 31.03.2023)
  • Coakley, J. (2017). Sports in society: issues and controversies. Mcgraw-Hill Education. DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G. ve Zwibel, H. (2019). Managing the health of the esport athlete: an integrated health management model. BMJ Open Sport & Exercise Medicine, 5(1).
  • Efrem, R. (2022). Culture, esports, and the beauty of an industry in its infancy. Brandingmag. https://www.brandingmag.com/2022/01/21/culture-esports-and-the-beauty-of-an-industry-in-its-infancy/ (erişim tarihi: 31.03.2023)
  • Elias, N. (2021). Uygarlık süreci (cilt 1). (Ateşman, E. Çev.). İletişim Yayınları.
  • Financial Online. (2021). 75 significant esports statistics: 2021 market, viewership & investment growth. Financesonline. https://financesonline.com/esports-statistics/ (erişim tarihi: 05.04.2023)
  • Gamizm. (2023a). 2023 yılında en çok kazanan Türk espor takımları ve esporcular. Gamizm. https://gamizm.com/espor/en-cok-kazanan-turk-espor-takimlari-ve-esporcular-2023-yilinda-dunyada-da-zirvede/ (erişim tarihi: 05.04.2023)
  • Gamizm. (2023b). Türk espor takımları 2023 listesi. Gamizm. https://gamizm.com/espor/turk-espor-takimlari-2023-listesi/ (erişim tarihi: 05.04.2023)
  • Gough, C. (2022a). Global esports market revenue 2022. Statista. https://www.statista.com/statistics/490522/global-esports-market-revenue/ (erişim tarihi: 31.03.2023)
  • Gough, C. (2022b). Global esports viewership by viewer type 2022. Statista. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/ (erişim tarihi: 31.03.2023)
  • Gregory, S. (2018). Competitive video gaming could be the newest olympic sport. here’s what it would look like. Time. https://time.com/5136962/e-sports-olympics-pyeongchang-video-games/ (erişim tarihi: 04.04.2023)
  • Gülsoy, S. (2020). Exergaming kısa bir literatür özeti ve Türkçeleştirme önerisi: Antroyun. Akademik Düşünce Dergisi, 2, 26–45.
  • Haşıl Korkmaz, N., Birinci, Y. Z., Öztürk, İ. E. ve Uğur, S. (2020). Beden eğitimi ve spor derslerinde exergames: çocuklar üzerine fiziksel etkileri. International Social Sciences Studies Journal, 6(74), 5157–5175.
  • Hilvoorde, I. van. (2022). Editorial: eSports and digitalization of sports. Frontiers in Sports and Active Living, 4.
  • Huizinga, J. (2006). Homo ludens oyunun toplumsal işlevi üzerine bir deneme. (Kılıçbay, M.A. Çev.). Ayrıntı Yayınları.
  • ISPO. (2020). Studie: jeder dritte deutsche sieht esports als sport. ISPO. https://www.ispo.com/maerkte/studie-jeder-dritte-deutsche-sieht-esports-als-sport (erişim tarihi: 31.03.2023)
  • ISPO. (2021). Esports: the sport of the digital generation. ISPO. https://www.ispo.com/en/topic/esports (erişim tarihi: 31.03.2023)
  • ISPO. (2022). Physical esports: when technology meets the sports world. ISPO. https://www.ispo.com/en/sportstech/physical-esports-when-technology-meets-sports-world (erişim tarihi: 31.03.2023)
  • Jonasson, K. ve Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287–299.
  • Kepenek, E. B. (2020). Yeni ve yükselen bir alan: dijital oyunlar sosyolojisi. Sosyoloji Araştırmaları Dergisi / Journal of Sociological Research, 23(2), 186–213.
  • Ketelhut, S., Martin-Niedecken, A. L., Zimmermann, P. ve Nigg, C. R. (2021). Physical activity and health promotion in esports and gaming–discussing unique opportunities for an unprecedented cultural phenomenon. Frontiers in Sports and Active Living, 3.
  • Levin, I. ve Mamlok, D. (2021). Culture and society in the digital age. Information, 12(2).
  • Marelić, M. ve Vukušić, D. (2019). E-sports: definition and social implications. Exercise and Quality of Life, 11(2), 47–54.
  • Miah, A. (2017). Sport 2.0: transforming sports for a digital world. The Mit Press.
  • Miller, V. (2020). Understanding digital culture. Sage Publications.
  • Pegoraro, A. (2013). Sport fandom in the digital world. P. M. Pedersen (Ed.), Routledge Handbook of Sport Communication (s. 248–258). Routledge.
  • Polman, R., Trotter, M., Poulus, D. ve Borkoles, E. (2018). Esport: friend or foe?. Joint International Conference on Serious Games (s. 3–8). Springer.
  • Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
  • Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S. ve Steinkuehler, C. (2019). Esports research: a literature review. Games and Culture, 15(1), 32–50.
  • Rosell Llorens, M. (2017). Esport gaming: the rise of a new sports practice. Sport, Ethics and Philosophy, 11(4), 464–476.
  • Schmidt, S. L. (2020). How technologies impact sports in the digital age. S. L. Schmidt (Ed.). 21St Century Sports: How Technologies Will Change Sports In The Digital Age (s. 3–14). Springer.
  • Statista Research Department. (2022). U.S. live sports viewership 2020. Statista. https://www.statista.com/statistics/1127341/live-sport-viewership/ (erişim tarihi: 31.03.2023)
  • Statista Research Department. (2023). U.S. platform for watching live streams by age group 2022. Statista. https://www.statista.com/statistics/294573/us-video-stream-download-consumption/?locale=en (erişim tarihi: 31.03.2023)
  • Thiel, A. ve John, J. M. (2018). Is esport a “real” sport? reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311–315.
  • Tjønndal, A. (2022). Moving forward in research on social issues in esports. A. Tjønndal (Ed.), Social Issues in Esports (s. 165–171). Routledge.
  • University of New Haven. (2021). History of esports. The University of New Haven Online. https://onlinedegrees.newhaven.edu/resources/infographic/history-of-esports/(erişim tarihi: 04.04.2023)

Digital Culture and E-sports in a Digitalized Society

Year 2023, Volume: 22 Issue: 3, 719 - 735, 28.07.2023
https://doi.org/10.21547/jss.1281650

Abstract

This study has focused on how the digital culture affects sports and dealt with the changes that it has brought about in sports culture. E-sports, which stands out in this context, is a phenomenon and sport branch that is formed and shaped by digital technologies both in game culture and sports culture. There are discussions in the sports world about whether e-sports can be considered a sport as well as the relation between e-sports and health. These discussions show the place of e-sports in society and its interrelationship with digital culture. Digital culture, as an integral part of the world we live in, is transforming it in many aspects. E-sports stands out as one of the most important manifestations of this transformation in sports. E-sports is an important digital culture phenomenon which contains many dynamics. E-sports now has different characteristics due to the transformations having occurred over time and not all games are considered as e-sports. E-sports has an different place within the game culture since it appeals to a large population and a great majority of its viewers consists of players. There is also debate over health and e-sports in the digitalized society. Digitalization made the video games that were previously seen merely as games as part of the sports world by transforming them and opened to question the traditional senses of sports i.e. moving, exerting effort and being healthy. All these developments show that esports has strengthened its place in the world of sports and has the potential to be seen as a sport. Statistics about e-sports also put forward the socio-cultural and economic value of this phenomenon. The global market revenue of the esports industry is estimated to be $1.87 billion in 2025. The number of esports fans is expected to exceed 318 million worldwide by 2025. Almost 82% of internet users worldwide play e-sports games.

References

  • Akkaya, C. (2019). Spora katılımın belirleyicileri: avrobarometre üzerinden sosyolojik bir analiz. Mediterranean Journal of Humanities, 9(2), 55–67.
  • Alexander, P. (2020). Esports for dummies. John Wiley & Sons, Inc.
  • Besombes, N. (2017). Comparison between sports and esports through the lens of the sociology of sport. Geneva Esport Forum, Geneva, Switzerland.
  • Çalışkan, G. (2020). Dijitalleşme / dijital dönüşüm nedir? Binbiriz. https://binbiriz.com/blog/dijitallesme-dijital-donusum-nedir (erişim tarihi: 05.04.2023)
  • Çam, D. (2022). 3 dijital platformda spor yayıncılığı: takipçi çok etkileşim az. Journo. https://journo.com.tr/instagram-youtube-tiktok-spor (erişim tarihi: 04.04.2023)
  • Castells, M. (2008). Enformasyon çağı: ekonomi, toplum ve kültür (cilt 1). (Kılıç, E. Çev.). Bilgi Üniversitesi Yayınları.
  • Clement, J. (2023). Share of internet users worldwide who play video games on any device as of 3rd quarter 2022, by age group and gender. Statista. https://www.statista.com/statistics/326420/console-gamers-gender/ (erişim tarihi: 31.03.2023)
  • Coakley, J. (2017). Sports in society: issues and controversies. Mcgraw-Hill Education. DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G. ve Zwibel, H. (2019). Managing the health of the esport athlete: an integrated health management model. BMJ Open Sport & Exercise Medicine, 5(1).
  • Efrem, R. (2022). Culture, esports, and the beauty of an industry in its infancy. Brandingmag. https://www.brandingmag.com/2022/01/21/culture-esports-and-the-beauty-of-an-industry-in-its-infancy/ (erişim tarihi: 31.03.2023)
  • Elias, N. (2021). Uygarlık süreci (cilt 1). (Ateşman, E. Çev.). İletişim Yayınları.
  • Financial Online. (2021). 75 significant esports statistics: 2021 market, viewership & investment growth. Financesonline. https://financesonline.com/esports-statistics/ (erişim tarihi: 05.04.2023)
  • Gamizm. (2023a). 2023 yılında en çok kazanan Türk espor takımları ve esporcular. Gamizm. https://gamizm.com/espor/en-cok-kazanan-turk-espor-takimlari-ve-esporcular-2023-yilinda-dunyada-da-zirvede/ (erişim tarihi: 05.04.2023)
  • Gamizm. (2023b). Türk espor takımları 2023 listesi. Gamizm. https://gamizm.com/espor/turk-espor-takimlari-2023-listesi/ (erişim tarihi: 05.04.2023)
  • Gough, C. (2022a). Global esports market revenue 2022. Statista. https://www.statista.com/statistics/490522/global-esports-market-revenue/ (erişim tarihi: 31.03.2023)
  • Gough, C. (2022b). Global esports viewership by viewer type 2022. Statista. https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/ (erişim tarihi: 31.03.2023)
  • Gregory, S. (2018). Competitive video gaming could be the newest olympic sport. here’s what it would look like. Time. https://time.com/5136962/e-sports-olympics-pyeongchang-video-games/ (erişim tarihi: 04.04.2023)
  • Gülsoy, S. (2020). Exergaming kısa bir literatür özeti ve Türkçeleştirme önerisi: Antroyun. Akademik Düşünce Dergisi, 2, 26–45.
  • Haşıl Korkmaz, N., Birinci, Y. Z., Öztürk, İ. E. ve Uğur, S. (2020). Beden eğitimi ve spor derslerinde exergames: çocuklar üzerine fiziksel etkileri. International Social Sciences Studies Journal, 6(74), 5157–5175.
  • Hilvoorde, I. van. (2022). Editorial: eSports and digitalization of sports. Frontiers in Sports and Active Living, 4.
  • Huizinga, J. (2006). Homo ludens oyunun toplumsal işlevi üzerine bir deneme. (Kılıçbay, M.A. Çev.). Ayrıntı Yayınları.
  • ISPO. (2020). Studie: jeder dritte deutsche sieht esports als sport. ISPO. https://www.ispo.com/maerkte/studie-jeder-dritte-deutsche-sieht-esports-als-sport (erişim tarihi: 31.03.2023)
  • ISPO. (2021). Esports: the sport of the digital generation. ISPO. https://www.ispo.com/en/topic/esports (erişim tarihi: 31.03.2023)
  • ISPO. (2022). Physical esports: when technology meets the sports world. ISPO. https://www.ispo.com/en/sportstech/physical-esports-when-technology-meets-sports-world (erişim tarihi: 31.03.2023)
  • Jonasson, K. ve Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287–299.
  • Kepenek, E. B. (2020). Yeni ve yükselen bir alan: dijital oyunlar sosyolojisi. Sosyoloji Araştırmaları Dergisi / Journal of Sociological Research, 23(2), 186–213.
  • Ketelhut, S., Martin-Niedecken, A. L., Zimmermann, P. ve Nigg, C. R. (2021). Physical activity and health promotion in esports and gaming–discussing unique opportunities for an unprecedented cultural phenomenon. Frontiers in Sports and Active Living, 3.
  • Levin, I. ve Mamlok, D. (2021). Culture and society in the digital age. Information, 12(2).
  • Marelić, M. ve Vukušić, D. (2019). E-sports: definition and social implications. Exercise and Quality of Life, 11(2), 47–54.
  • Miah, A. (2017). Sport 2.0: transforming sports for a digital world. The Mit Press.
  • Miller, V. (2020). Understanding digital culture. Sage Publications.
  • Pegoraro, A. (2013). Sport fandom in the digital world. P. M. Pedersen (Ed.), Routledge Handbook of Sport Communication (s. 248–258). Routledge.
  • Polman, R., Trotter, M., Poulus, D. ve Borkoles, E. (2018). Esport: friend or foe?. Joint International Conference on Serious Games (s. 3–8). Springer.
  • Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
  • Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S. ve Steinkuehler, C. (2019). Esports research: a literature review. Games and Culture, 15(1), 32–50.
  • Rosell Llorens, M. (2017). Esport gaming: the rise of a new sports practice. Sport, Ethics and Philosophy, 11(4), 464–476.
  • Schmidt, S. L. (2020). How technologies impact sports in the digital age. S. L. Schmidt (Ed.). 21St Century Sports: How Technologies Will Change Sports In The Digital Age (s. 3–14). Springer.
  • Statista Research Department. (2022). U.S. live sports viewership 2020. Statista. https://www.statista.com/statistics/1127341/live-sport-viewership/ (erişim tarihi: 31.03.2023)
  • Statista Research Department. (2023). U.S. platform for watching live streams by age group 2022. Statista. https://www.statista.com/statistics/294573/us-video-stream-download-consumption/?locale=en (erişim tarihi: 31.03.2023)
  • Thiel, A. ve John, J. M. (2018). Is esport a “real” sport? reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311–315.
  • Tjønndal, A. (2022). Moving forward in research on social issues in esports. A. Tjønndal (Ed.), Social Issues in Esports (s. 165–171). Routledge.
  • University of New Haven. (2021). History of esports. The University of New Haven Online. https://onlinedegrees.newhaven.edu/resources/infographic/history-of-esports/(erişim tarihi: 04.04.2023)
There are 41 citations in total.

Details

Primary Language Turkish
Subjects Sociology
Journal Section Sociology
Authors

Cihan Akkaya 0000-0001-9192-3422

Publication Date July 28, 2023
Submission Date April 12, 2023
Acceptance Date July 7, 2023
Published in Issue Year 2023 Volume: 22 Issue: 3

Cite

APA Akkaya, C. (2023). Dijitalleşen Toplumda Dijital Kültür ve Espor. Gaziantep University Journal of Social Sciences, 22(3), 719-735. https://doi.org/10.21547/jss.1281650