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A Research on The Motivation of e-Sports Gamers

Year 2024, Volume: 29 Issue: 2, 74 - 84, 31.08.2024

Abstract

Technology and digitization have introduced a new dimension to sports by giving rise to e-sports. Disciplines under e-sports include League of Legends (LoL), Valorant, Counter-Strike: Global Offensive (CS:GO), and Hado. The predominance of young individuals among e-sports users has contributed to its rising popularity, which motivates this study. The research aims to explore how the motivations of students involved in e-sports clubs and teams across 90 cities in Turkey affect their general grade averages and the formation of new social environments. The sample consists of 558 amateur and professional e-sports players from various universities in Turkey. The study uses the 'E-sports Motivation Scale' developed by Öz and Üstün (2019), which includes five sub-dimensions. Correlation and multiple linear regression analyses were performed to test hypotheses regarding e-sports motivations and related variables. The results indicate that while e-sports motivation does not significantly impact general grade averages, it positively and significantly influences the creation of new social environments

References

  • Akman, K., & Can, H. H. (2017). Oryantiring sporu yapan lise öğrencilerinin sporda güdülenme düzeylerinin farklı değişkenler açısından incelenmesi. İnönü Üniversitesi Beden Eğitimi & Spor Bilimleri Dergisi, 6(3), 12-21.
  • Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. CyberPsychology & Behavior, 10(4), 552-559.
  • Ayas, E. B. (2020). Comparison of the attitudes towards learning with the participation motivation level in e-sports players. African Educational Research Journal, 8(1), 83-89.
  • Aycan, A., & Yıldız, K. (2016). 11-14 yaş grubu öğrencilerin spora katılım motivasyonlarının cinsiyetleri açısından incelenmesi. International Journal of Social Science Research, 5(2), 1-9.
  • Aydoğdu, C., Şahan, A., & Erdem, K. A. (2018). Genç tenisçilerde spora özgü başarı motivasyon düzeyinin müsabaka performansı üzerine etkisinin incelenmesi. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 18(2), 655-666.
  • Babbie, E. (2016). The practice of social research (14th ed.). Cengage Learning.
  • Bingöl, H., & Gündoğdu, C. (2020). Sporda kariyer planlamasının önemi. M. Özdemir & M. Ilkım (Ed.), Sporda yeni akademik çalışmalar-6 (s. 119-128) içinde. Akademisyen Yayınevi.
  • Bora, M. V., & Cengiz, R. (2016). The effects of communication between student athletes and physical education teachers on competition success and motivation. SHS Web of Conferences, 31. https://doi.org/10.1051/shsconf/20163101016
  • Caniëls, M. C., Chiocchio, F., & Van Loon, N. P. (2019). Collaboration in project teams: The role of mastery and performance climates. International Journal of Project Management, 37(1), 1-13. https://doi.org/10.1016/j.ijproman.2018.09.006
  • Cece, V., Lienhart, N., Nicaise, V., Guillet-Descas, E., & Martinent, G. (2019). Longitudinal Sport Motivation Among Young Athletes in Intensive Training Settings: Using Methodological Advances to Explore Temporal Structure of Youth Behavioral Regulation in Sport Questionnaire Scores. Journal of sport & exercise psychology, 41(1), 24-35. https://doi.org/10.1123/jsep.2017-0194
  • Chaffey, D., & Patron, M. (2012). From web analytics to digital marketing optimization: Increasing the commercial value of digital analytics. Journal of Direct, Data and Digital Marketing Practice, 14, 30-45.
  • Cranmer, E. E., Han, D. I. D., Van Gisbergen, M., & Jung, T. (2021). Esports matrix: Structuring the esports research agenda. Computers in Human Behavior, 117, 106671. https://doi.org/10.1016/j.chb.2020.106671
  • Çokluk, Ö., Şekercioğlu, G., & Büyüköztürk, Ş. (2012). Sosyal bilimler için çok değişkenli istatistik: SPSS & LISREL uygulamaları. Pegem Akademi.
  • Delello, J. A., & McWhorter, R. R. (2017). Reducing the digital divide: Connecting older adults to iPad technology. Journal of Applied Gerontology, 36(1), 3-28. https://doi.org/10.1177/0733464815589985
  • Delello, J. A., McWhorter, R. R., Roberts, P., Dockery, H. S., De Giuseppe, T. & Corona, F. (2021). The rise of esports: Insights into the perceived benefits and risks for college students. International, Journal of eSports Research, 1(1), 1-19.
  • Desjarlais, M., & Willoughby, T. (2010). A longitudinal study of the relation between adolescent boys and girls’ computer use with friends and friendship quality: Support for the social compensation or the rich-get-richer hypothesis? Computers in Human Behavior, 26(5), 896-905.
  • Ekmekçi, R. (2016). Spor yönetimine giriş: Temel konular. H. N. Basım & M. Argan (Ed.), Spor yönetimi içinde (s. 2-32). Detay Yayıncılık.
  • Goleman, D. (2013). Focus: The hidden driver of excellence. HarperCollins.
  • Gül, M., Gül, O. & Uzun, R. (2019). Participation motivation scale for e-sports: validity and reliability study (PMSES). Turkish Journal of Sport and Exercise, 21(2), 281-294.
  • 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
  • Harris, M. B., & Williams, R. (1985). Video games and school performance. Education, 105(3), 306-309.
  • Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An exploration of mental skills among competitive league of legend players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1-21.
  • 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/10.1080/00336297.2016.1144517
  • Kim, Y. H., Duncan, J. & Chung, B. W. (2015). Involvement, satisfaction, perceived value, and revisit intention: A case study of a food festival. Journal of Culinary Science & Technology, 13(2), 133-158.
  • Kocadağ, M. (2017). Elektronik spor kariyeri & eğitim, Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi, 1(2), 49-63.
  • Kowert, R., Domahidi, E. & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447-453. https://doi.org/10.1089%2Fcyber.2013.0656
  • Li, M., Li, W., Kim, J., Xiang, P., Xin, F., & Tang, Y. (2021). A conceptual model of perceived motor skill competence, successful practice trials, and motor skill performance in physical education. Journal of Teaching in Physical Education, 40(4), 635-641. https://doi.org/10.1123/jtpe.2020-0141
  • Lodewyk, K. R., & Muir, A. (2017). High school females' emotions, self-efficacy, and attributions during soccer and fitness testing in physical education. Physical Educator, 74(2), 269-295. https://doi.org/10.18666/TPE-2017-V74-I2-7136
  • Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of eSports as a commercial activity. Problems and Perspectives in Management, 16(1), 207-213. https://doi.org/10.21511/ppm.16(1).2018.20
  • Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353. https://doi.org/10.1016/j.chb.2017.11.027
  • Martončik, M., & Lokša, J. (2016). Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)? Computers in Human Behavior, 56, 127-134.
  • Moravecz, M., & Ágoston, N. (2019). Study success as a function of out-of-school sports activities. Studia Universitatis Babeș-Bolyai Educatio Artis Gymnasticae, 64(2), 5-16. https://doi.org/10.24193/subbeag.64(2).10
  • Morgan, C. C. (2016). Trauma fractures and the brutality of sport: exploring evidence of gaming in the Mississippian Southeast [Doctoral dissertation]. University of Alabama.
  • Mustafaoğlu, R., Zirek, E., & Yasacı, Z. (2018). E-spor oyuncularının demografik özellikleri, oyun oynama süreleri & başarılarını etkileyen faktörler. Bağımlılık Dergisi, 19(4), 115-122.
  • Nazlı, R. S., & Yağmur, F. (2021), Sporun yeni yüzü: E-sporcuların e-spora yönelik düşünceleri. International Journal of Communication and Media Research, 1(2), 108-119.
  • Nosowitz, D. (2008). Retromodo: Tennis for two, the world’s first graphical videogame. https://web.archive.org/web/20160624071722/http://gizmodo.com/5080541/retromodo-tennis-for-two-the-worlds-first-graphical-videogam adresinden 27 Eylül 2022 tarihinde erişilmiştir.
  • Öz, N. D., & Üstün, F. (2019). E-spor katılım motivasyonu ölçeğinin (EKMÖ) geçerlik ve güvenirlik çalışması. Türk Spor Bilimleri Dergisi, 2(2), 115-125.
  • Özdenk, S. (2018). Beden eğitimi ve spor, faydaları, önemi ve sınıflandırılması. M. Eraslan (Ed.), Spor bilimlerinde akademik araştırmalar. (s. 77 -89) içinde. Gece Kitaplığı.
  • Parry, J. (2018). E-sports are not sports. Sport, Ethics and Philosophy, 13(1), 3-18. https://doi.org/10.1080/17511321.2018.1489419
  • Pratono, A. H., Darmasetiawan, N. K., Yudiarso, A., & Jeong, B. G. (2019). Achieving sustainable competiti& advantage through green entrepreneurial orientation and market orientation: The role of inter-organizational learning. The Bottom Line, 32(1), 2-15.
  • Saleh, H. H., Nsaif, W. S., & Rashied, L. T. (2018). Are an electronic sports phenomena will become a sport for the future? Some of opportunities and risks. In The first international scientific conference, faculty of physical education and sports sciences (p. 704-715). Diyala.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264-272.
  • Stinebrickner, R., & Stinebrickner, T. R. (2008). The causal effect of studying on academic performance. The BE Journal of Economic Analysis & Policy, 8(1), 1-55. https://doi.org/10.2202/1935-1682.1868
  • Tabachnick, B. G., & Fidell, L. S. (2007). Experimental designs using anova. Thomson Brooks Cole.
  • Tabachnick, B. G., Fidell, L. S., & Ullman, J. B. (2013). Using multivariate statistics. Pearson.
  • Tamminen, K. A., Palmateer, T., Denton, M., Eys, M. A., Crocker, P. R., & Sabiston, C. M. (2015). An interpretive analysis of the social functions of emotions in sport. Journal of Exercise, Movement, and Sport, 47(1), 131.
  • Uysal, A. (2005). Üç boyutlu bilgisayar oyunları görsel tasarımı [Yüksek Lisans Tezi]. Anadolu Üniversitesi.
  • Weiner, J. & Dwyer, B. (2017). A new player in the game: Examining differences in motives and consumption between traditional, hybrid, and daily fantasy sport users. Sport Marketing Quarterly, 26(3), 140-152.
  • Williams, P., Soutar, G., Ashill, N. J. & Naumann, E. (2017). Value drivers and adventure tourism: A comparative analysis of Japanese and Western consumers. Journal of Service Theory and Practice. 27(1), 102-122.
  • Wilson, S. G., M. J., & Baker, J. (2019). Parental sport achievement and the development of athlete expertise. European Journal of Sport Science, 19, 661- 670. https://doi.org/10.1080/17461391.2018.1551424
  • Yılmaz, E., & Karaca, F. (2008). Üniversite öğrencilerinin sosyal destek ve yalnızlık düzeylerinin incelenmesi. Genel Tıp Dergisi, 18(2), 71-79.

E-Spor Oyuncularının Motivasyonu Üzerine Bir Araştırma

Year 2024, Volume: 29 Issue: 2, 74 - 84, 31.08.2024

Abstract

Teknoloji ve dijitalleşmenin diğer alanlar gibi spor alanını da etkileyerek, spor paradigmasına farklı bir boyut kazandırması sonucunda yeni bir spor aktivitesi olarak e-spor ortaya çıkmıştır. E-spor bünyesinde çeşitli niş spor dallarını oluşturmuş olup, Lol, Volarant, CS:GO ve Hado bunlardan bazılarıdır. E-spor kullanıcılarının çoğunlukla gençler olması ve e-sporun onlar arasında giderek daha popüler hale gelmesi bu çalışmanın temel motivasyon kaynağını oluşturmaktadır. Bu araştırmada, Türkiye’de 90 ilde e-spor kulübü ve takımı bulunan üniversitelerde e-spor oynayan öğrencilerin motivasyonlarının genel not ortalaması ve yeni sosyal çevre oluşturma değişkenleri üzerinde etkisinin incelenmesi amaçlanmıştır. Çalışmanın örneklemini Türkiye’de farklı şehirlerde bulunan ve üniversitelerde eğitim gören, e-sporda aktif olarak yer alan 558 amatör ve profesyonel e-spor oyuncuları oluşturmaktadır. Çalışmada Öz ve Üstün’ün (2019) yılında oluşturdukları beş alt boyuta sahip ‘E-spor Motivasyon Ölçeği’nden yararlanılmıştır. E-spor motivasyonları ile değişkenler arasında belirlenen hipotez testleri doğrultusunda korelasyon ve çoklu doğrusal regresyon analizleri gerçekleştirilmiştir. Çalışma sonucunda, E-sporcuların motivasyonlarının genel not ortalaması üzerinde bir etkisinin olmadığı, yeni sosyal çevre oluşturmayı ise pozitif ve anlamlı yönde kısmen etkilediği sonucuna varılmıştır.

References

  • Akman, K., & Can, H. H. (2017). Oryantiring sporu yapan lise öğrencilerinin sporda güdülenme düzeylerinin farklı değişkenler açısından incelenmesi. İnönü Üniversitesi Beden Eğitimi & Spor Bilimleri Dergisi, 6(3), 12-21.
  • Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. CyberPsychology & Behavior, 10(4), 552-559.
  • Ayas, E. B. (2020). Comparison of the attitudes towards learning with the participation motivation level in e-sports players. African Educational Research Journal, 8(1), 83-89.
  • Aycan, A., & Yıldız, K. (2016). 11-14 yaş grubu öğrencilerin spora katılım motivasyonlarının cinsiyetleri açısından incelenmesi. International Journal of Social Science Research, 5(2), 1-9.
  • Aydoğdu, C., Şahan, A., & Erdem, K. A. (2018). Genç tenisçilerde spora özgü başarı motivasyon düzeyinin müsabaka performansı üzerine etkisinin incelenmesi. Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi, 18(2), 655-666.
  • Babbie, E. (2016). The practice of social research (14th ed.). Cengage Learning.
  • Bingöl, H., & Gündoğdu, C. (2020). Sporda kariyer planlamasının önemi. M. Özdemir & M. Ilkım (Ed.), Sporda yeni akademik çalışmalar-6 (s. 119-128) içinde. Akademisyen Yayınevi.
  • Bora, M. V., & Cengiz, R. (2016). The effects of communication between student athletes and physical education teachers on competition success and motivation. SHS Web of Conferences, 31. https://doi.org/10.1051/shsconf/20163101016
  • Caniëls, M. C., Chiocchio, F., & Van Loon, N. P. (2019). Collaboration in project teams: The role of mastery and performance climates. International Journal of Project Management, 37(1), 1-13. https://doi.org/10.1016/j.ijproman.2018.09.006
  • Cece, V., Lienhart, N., Nicaise, V., Guillet-Descas, E., & Martinent, G. (2019). Longitudinal Sport Motivation Among Young Athletes in Intensive Training Settings: Using Methodological Advances to Explore Temporal Structure of Youth Behavioral Regulation in Sport Questionnaire Scores. Journal of sport & exercise psychology, 41(1), 24-35. https://doi.org/10.1123/jsep.2017-0194
  • Chaffey, D., & Patron, M. (2012). From web analytics to digital marketing optimization: Increasing the commercial value of digital analytics. Journal of Direct, Data and Digital Marketing Practice, 14, 30-45.
  • Cranmer, E. E., Han, D. I. D., Van Gisbergen, M., & Jung, T. (2021). Esports matrix: Structuring the esports research agenda. Computers in Human Behavior, 117, 106671. https://doi.org/10.1016/j.chb.2020.106671
  • Çokluk, Ö., Şekercioğlu, G., & Büyüköztürk, Ş. (2012). Sosyal bilimler için çok değişkenli istatistik: SPSS & LISREL uygulamaları. Pegem Akademi.
  • Delello, J. A., & McWhorter, R. R. (2017). Reducing the digital divide: Connecting older adults to iPad technology. Journal of Applied Gerontology, 36(1), 3-28. https://doi.org/10.1177/0733464815589985
  • Delello, J. A., McWhorter, R. R., Roberts, P., Dockery, H. S., De Giuseppe, T. & Corona, F. (2021). The rise of esports: Insights into the perceived benefits and risks for college students. International, Journal of eSports Research, 1(1), 1-19.
  • Desjarlais, M., & Willoughby, T. (2010). A longitudinal study of the relation between adolescent boys and girls’ computer use with friends and friendship quality: Support for the social compensation or the rich-get-richer hypothesis? Computers in Human Behavior, 26(5), 896-905.
  • Ekmekçi, R. (2016). Spor yönetimine giriş: Temel konular. H. N. Basım & M. Argan (Ed.), Spor yönetimi içinde (s. 2-32). Detay Yayıncılık.
  • Goleman, D. (2013). Focus: The hidden driver of excellence. HarperCollins.
  • Gül, M., Gül, O. & Uzun, R. (2019). Participation motivation scale for e-sports: validity and reliability study (PMSES). Turkish Journal of Sport and Exercise, 21(2), 281-294.
  • 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
  • Harris, M. B., & Williams, R. (1985). Video games and school performance. Education, 105(3), 306-309.
  • Himmelstein, D., Liu, Y., & Shapiro, J. L. (2017). An exploration of mental skills among competitive league of legend players. International Journal of Gaming and Computer-Mediated Simulations, 9(2), 1-21.
  • 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/10.1080/00336297.2016.1144517
  • Kim, Y. H., Duncan, J. & Chung, B. W. (2015). Involvement, satisfaction, perceived value, and revisit intention: A case study of a food festival. Journal of Culinary Science & Technology, 13(2), 133-158.
  • Kocadağ, M. (2017). Elektronik spor kariyeri & eğitim, Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi, 1(2), 49-63.
  • Kowert, R., Domahidi, E. & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447-453. https://doi.org/10.1089%2Fcyber.2013.0656
  • Li, M., Li, W., Kim, J., Xiang, P., Xin, F., & Tang, Y. (2021). A conceptual model of perceived motor skill competence, successful practice trials, and motor skill performance in physical education. Journal of Teaching in Physical Education, 40(4), 635-641. https://doi.org/10.1123/jtpe.2020-0141
  • Lodewyk, K. R., & Muir, A. (2017). High school females' emotions, self-efficacy, and attributions during soccer and fitness testing in physical education. Physical Educator, 74(2), 269-295. https://doi.org/10.18666/TPE-2017-V74-I2-7136
  • Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of eSports as a commercial activity. Problems and Perspectives in Management, 16(1), 207-213. https://doi.org/10.21511/ppm.16(1).2018.20
  • Macey, J., & Hamari, J. (2018). Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, 344-353. https://doi.org/10.1016/j.chb.2017.11.027
  • Martončik, M., & Lokša, J. (2016). Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)? Computers in Human Behavior, 56, 127-134.
  • Moravecz, M., & Ágoston, N. (2019). Study success as a function of out-of-school sports activities. Studia Universitatis Babeș-Bolyai Educatio Artis Gymnasticae, 64(2), 5-16. https://doi.org/10.24193/subbeag.64(2).10
  • Morgan, C. C. (2016). Trauma fractures and the brutality of sport: exploring evidence of gaming in the Mississippian Southeast [Doctoral dissertation]. University of Alabama.
  • Mustafaoğlu, R., Zirek, E., & Yasacı, Z. (2018). E-spor oyuncularının demografik özellikleri, oyun oynama süreleri & başarılarını etkileyen faktörler. Bağımlılık Dergisi, 19(4), 115-122.
  • Nazlı, R. S., & Yağmur, F. (2021), Sporun yeni yüzü: E-sporcuların e-spora yönelik düşünceleri. International Journal of Communication and Media Research, 1(2), 108-119.
  • Nosowitz, D. (2008). Retromodo: Tennis for two, the world’s first graphical videogame. https://web.archive.org/web/20160624071722/http://gizmodo.com/5080541/retromodo-tennis-for-two-the-worlds-first-graphical-videogam adresinden 27 Eylül 2022 tarihinde erişilmiştir.
  • Öz, N. D., & Üstün, F. (2019). E-spor katılım motivasyonu ölçeğinin (EKMÖ) geçerlik ve güvenirlik çalışması. Türk Spor Bilimleri Dergisi, 2(2), 115-125.
  • Özdenk, S. (2018). Beden eğitimi ve spor, faydaları, önemi ve sınıflandırılması. M. Eraslan (Ed.), Spor bilimlerinde akademik araştırmalar. (s. 77 -89) içinde. Gece Kitaplığı.
  • Parry, J. (2018). E-sports are not sports. Sport, Ethics and Philosophy, 13(1), 3-18. https://doi.org/10.1080/17511321.2018.1489419
  • Pratono, A. H., Darmasetiawan, N. K., Yudiarso, A., & Jeong, B. G. (2019). Achieving sustainable competiti& advantage through green entrepreneurial orientation and market orientation: The role of inter-organizational learning. The Bottom Line, 32(1), 2-15.
  • Saleh, H. H., Nsaif, W. S., & Rashied, L. T. (2018). Are an electronic sports phenomena will become a sport for the future? Some of opportunities and risks. In The first international scientific conference, faculty of physical education and sports sciences (p. 704-715). Diyala.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264-272.
  • Stinebrickner, R., & Stinebrickner, T. R. (2008). The causal effect of studying on academic performance. The BE Journal of Economic Analysis & Policy, 8(1), 1-55. https://doi.org/10.2202/1935-1682.1868
  • Tabachnick, B. G., & Fidell, L. S. (2007). Experimental designs using anova. Thomson Brooks Cole.
  • Tabachnick, B. G., Fidell, L. S., & Ullman, J. B. (2013). Using multivariate statistics. Pearson.
  • Tamminen, K. A., Palmateer, T., Denton, M., Eys, M. A., Crocker, P. R., & Sabiston, C. M. (2015). An interpretive analysis of the social functions of emotions in sport. Journal of Exercise, Movement, and Sport, 47(1), 131.
  • Uysal, A. (2005). Üç boyutlu bilgisayar oyunları görsel tasarımı [Yüksek Lisans Tezi]. Anadolu Üniversitesi.
  • Weiner, J. & Dwyer, B. (2017). A new player in the game: Examining differences in motives and consumption between traditional, hybrid, and daily fantasy sport users. Sport Marketing Quarterly, 26(3), 140-152.
  • Williams, P., Soutar, G., Ashill, N. J. & Naumann, E. (2017). Value drivers and adventure tourism: A comparative analysis of Japanese and Western consumers. Journal of Service Theory and Practice. 27(1), 102-122.
  • Wilson, S. G., M. J., & Baker, J. (2019). Parental sport achievement and the development of athlete expertise. European Journal of Sport Science, 19, 661- 670. https://doi.org/10.1080/17461391.2018.1551424
  • Yılmaz, E., & Karaca, F. (2008). Üniversite öğrencilerinin sosyal destek ve yalnızlık düzeylerinin incelenmesi. Genel Tıp Dergisi, 18(2), 71-79.
There are 51 citations in total.

Details

Primary Language Turkish
Subjects Marketing (Other)
Journal Section Research Articles
Authors

Sunay Güngör Gülsoy 0000-0001-8390-9030

Mustafa Zihni Tunca 0000-0003-2315-905X

Publication Date August 31, 2024
Submission Date December 19, 2023
Acceptance Date August 21, 2024
Published in Issue Year 2024 Volume: 29 Issue: 2

Cite

APA Güngör Gülsoy, S., & Tunca, M. Z. (2024). E-Spor Oyuncularının Motivasyonu Üzerine Bir Araştırma. Süleyman Demirel Üniversitesi İktisadi Ve İdari Bilimler Fakültesi Dergisi, 29(2), 74-84.