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e-SPORTS INDUSTRY

Year 2018, , 533 - 550, 04.07.2018
https://doi.org/10.18092/ulikidince.435207

Abstract

More than 30 million people play digital games on
different digital platforms in Turkey. The local gaming industry is about 700
million dollars in size annually. The digital gaming industry is growing at an
average of 16% to 18% annually. It can be said that both the playing and
watching of competitive computer games cause the concept of electronic sports
(e-Sports). At least 385 million people are e-sports audience, more than 100
million people are e-sports players in the World and at least 7 million players
located in Turkey are players and spectators in e-Sports ecosystem. The revenue
generated by e-Sports in 2017 reached $ 696 million in worldwide. The aim of
this study is to reveal the history, commercial models, e-Sports game types,
stakeholders, present and future economic situation of the e-Sports industry
which is still in its infancy.

References

  • Borowy, M., Jin D. Y. (2013). Pioneering eSport: The Experience Economy and The Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication, 7, 2254-2274.
  • Esportsearnings.com. (2018). Erişim Adresi https://www.esportsearnings.com/history
  • Fanatik Gazetesi. (2017). E-Spor nedir? Nasıl oynanır?. Erişim Adresi http://www.fanatik.com.tr/2017/03/06/e-spor-nedir-nasil-oynanir-1281425
  • Hamari, J. ve Sjöblom, M. (2017). What Is eSports and Why Do People Watch It?. Internet Research, 27(2), 211-232.
  • Holden, J. T., Kaburakis, A. ve Rodenberg, R. (2017). The Future Is Now: Esports Policy Considerations and Potential Litigation. Journal of Legal Aspects of Sport, 27(1), 46-78.
  • Lee, D. ve Schoenstedt, L. J. (2011). Comparison of eSports and Traditional Sports Consumption Motives. ICHPER-SD Journal of Research, 6(2), 39-44.
  • Milliyet Gazetesi. (2017). E-spor Pazarı Hızla Büyüyor! Dünyanın Konuştuğu Bu Sektör Yıl Sonunda.... Erişim Adresi http://www.milliyet.com.tr/e-spor-pazari-hizla-buyuyor--oyunhaberleri-haber-2563508/
  • Newzoo. (2017a). 2017 Global Games Market Report - Trends, Insights and Projections Toward 2020. Erişim Adresi https://resources.newzoo.com/hubfs/Reports/Newzoo_Global_Games_Market_Report_2017_Light.pdf?t=1517584881031
  • Newzoo. (2017b). 2017 Global Esports Market Report-Trends, Revenues and Audience Toward 2020 Free Version. Erişim Adresi http://resources.newzoo.com/hubfs/Reports/Newzoo_Free_2017_Global_Esports_Market_Report.pdf?hsCtaTracking=5a96aa39-a810-47a6-834b-559c317775c3%7C6a2d5758-bab2-4d87-9fbe-f82dc9ba638a
  • Newzoo. (2018a). Newzoo’s Global Esports Market Report-Fact Sheet. Erişim Adresi https://newzoo.com/wp-content/uploads/2017/06/Flagship_reports_Esports_factsheet.pdf
  • Newzoo. (2018b). Top 25 Companies by Game Revenues. Erişim Adresi https://newzoo.com/insights/rankings/top-25-companies-game-revenues/
  • Nielsen. (2017). The Esports Playbook, Maximizing Your Investment Through Understanding The Fans. Erişim Adresi http://www.nielsen.com/content/dam/corporate/us/en/reports-downloads/2017-reports/nielsen-esports-playbook.pdf
  • Schaeperkoetter, C. C., Mays, J., Hyland, S. T., Wilkerson, Z., Oja, B., Krueger, K., Christian, R. ve Bass, J. R. (2017). The “New” Student-Athlete: An Exploratory Examination of Scholarship eSports Players. Journal of Intercollegiate Sport, 10(1), 1-21.
  • Seo, Y. (2013). Electronic sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29 (13-14), 1542-1560.
  • Seth E. J., Manning R. D., Keiper M. C. ve Olrich T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”. Quest, 69(1), 1-18.
  • Statista. (2018a). Number of Players of Selected eSports Games Worldwide as of August 2017. Erişim Adresi https://www.statista.com/statistics/506923/esports-games-number-players-global/
  • Statista. (2018b). eSports Audience Size Worldwide from 2012 to 2020 by Type of Viewers in Millions. Erişim Adresi https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
  • Statista. (2018c). Brand Spending on Esports Sponsorship and Advertising Worldwide from 2015 to 2020 in Million U.S. Dollars. Erişim Adresi https://www.statista.com/statistics/526224/brand-spend-esports-sponsor-and-ads-global/
  • T.C. Aile ve Sosyal Politikalar Bakanlığı. (2017a). Dijital Dünya’da Rekabet, e-Spor ve Topluluk Yönetimi Çalıştayı-Sonuç Raporu, Uluslararası Çocuk ve Bilgi Güvenliği Etkinlikleri Dijital Oyunlar Çalıştayları. Erişim Adresi http://cocukvebilgiguvenligihaftasi.com/wp-content/uploads/2017/11/BTK-espor10102017_Rapor_V2.pdf
  • T.C. Aile ve Sosyal Politikalar Bakanlığı. (2017b). Dijital Dünya’da e-Spor Çalıştayı-Sonuç Raporu, Uluslararası Çocuk ve Bilgi Güvenliği Etkinlikleri Dijital Oyunlar Çalıştayları. Erişim Adresi http://cocukvebilgiguvenligihaftasi.com/wp-content/uploads/2017/11/BTK-GSBespor10102017_Rapor_V3.pdf
  • 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

UİK e-SPOR ENDÜSTRİSİ

Year 2018, , 533 - 550, 04.07.2018
https://doi.org/10.18092/ulikidince.435207

Abstract

Ülkemizde
30 milyondan fazla kişi farklı dijital platformlar üzerinden dijital oyunlar
oynamaktadır. Yerel oyun endüstrisinin büyüklüğü yıllık yaklaşık olarak 700
milyon dolardır. Dijital oyun endüstrisi yıllık ortalama olarak %16 ila %18
arasında büyümektedir. Rekabete dayalı bilgisayar oyunlarının hem oynanması hem
de izlenmesinin elektronik spor (e-Spor) kavramının doğmasına neden olduğu
söylenebilir. Dünya’da en az 385 milyon kişi e-Spor seyircisi, 100 milyondan
fazla kişi e-Spor oyuncusu ve Türkiye’de en az 7 milyon oyuncu e-Spor
ekosisteminde oyuncu ve izleyici olarak yer almaktadır. e-Sporun 2017 yılında
dünya genelinde elde ettiği gelir 696 milyon dolara ulaşmıştır. Bu çalışmanın
amacı henüz emekleme aşamasında olan e-Spor endüstrisinin tarihini, ticari
modellerini, e-Spor oyun türlerini, paydaşlarını, mevcut ve gelecek ekonomik
durumunu ortaya koymak ve bu alanda yapılacak çalışmalar için öneriler
getirmektir.

References

  • Borowy, M., Jin D. Y. (2013). Pioneering eSport: The Experience Economy and The Marketing of Early 1980s Arcade Gaming Contests. International Journal of Communication, 7, 2254-2274.
  • Esportsearnings.com. (2018). Erişim Adresi https://www.esportsearnings.com/history
  • Fanatik Gazetesi. (2017). E-Spor nedir? Nasıl oynanır?. Erişim Adresi http://www.fanatik.com.tr/2017/03/06/e-spor-nedir-nasil-oynanir-1281425
  • Hamari, J. ve Sjöblom, M. (2017). What Is eSports and Why Do People Watch It?. Internet Research, 27(2), 211-232.
  • Holden, J. T., Kaburakis, A. ve Rodenberg, R. (2017). The Future Is Now: Esports Policy Considerations and Potential Litigation. Journal of Legal Aspects of Sport, 27(1), 46-78.
  • Lee, D. ve Schoenstedt, L. J. (2011). Comparison of eSports and Traditional Sports Consumption Motives. ICHPER-SD Journal of Research, 6(2), 39-44.
  • Milliyet Gazetesi. (2017). E-spor Pazarı Hızla Büyüyor! Dünyanın Konuştuğu Bu Sektör Yıl Sonunda.... Erişim Adresi http://www.milliyet.com.tr/e-spor-pazari-hizla-buyuyor--oyunhaberleri-haber-2563508/
  • Newzoo. (2017a). 2017 Global Games Market Report - Trends, Insights and Projections Toward 2020. Erişim Adresi https://resources.newzoo.com/hubfs/Reports/Newzoo_Global_Games_Market_Report_2017_Light.pdf?t=1517584881031
  • Newzoo. (2017b). 2017 Global Esports Market Report-Trends, Revenues and Audience Toward 2020 Free Version. Erişim Adresi http://resources.newzoo.com/hubfs/Reports/Newzoo_Free_2017_Global_Esports_Market_Report.pdf?hsCtaTracking=5a96aa39-a810-47a6-834b-559c317775c3%7C6a2d5758-bab2-4d87-9fbe-f82dc9ba638a
  • Newzoo. (2018a). Newzoo’s Global Esports Market Report-Fact Sheet. Erişim Adresi https://newzoo.com/wp-content/uploads/2017/06/Flagship_reports_Esports_factsheet.pdf
  • Newzoo. (2018b). Top 25 Companies by Game Revenues. Erişim Adresi https://newzoo.com/insights/rankings/top-25-companies-game-revenues/
  • Nielsen. (2017). The Esports Playbook, Maximizing Your Investment Through Understanding The Fans. Erişim Adresi http://www.nielsen.com/content/dam/corporate/us/en/reports-downloads/2017-reports/nielsen-esports-playbook.pdf
  • Schaeperkoetter, C. C., Mays, J., Hyland, S. T., Wilkerson, Z., Oja, B., Krueger, K., Christian, R. ve Bass, J. R. (2017). The “New” Student-Athlete: An Exploratory Examination of Scholarship eSports Players. Journal of Intercollegiate Sport, 10(1), 1-21.
  • Seo, Y. (2013). Electronic sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management, 29 (13-14), 1542-1560.
  • Seth E. J., Manning R. D., Keiper M. C. ve Olrich T. W. (2017). Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport”. Quest, 69(1), 1-18.
  • Statista. (2018a). Number of Players of Selected eSports Games Worldwide as of August 2017. Erişim Adresi https://www.statista.com/statistics/506923/esports-games-number-players-global/
  • Statista. (2018b). eSports Audience Size Worldwide from 2012 to 2020 by Type of Viewers in Millions. Erişim Adresi https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
  • Statista. (2018c). Brand Spending on Esports Sponsorship and Advertising Worldwide from 2015 to 2020 in Million U.S. Dollars. Erişim Adresi https://www.statista.com/statistics/526224/brand-spend-esports-sponsor-and-ads-global/
  • T.C. Aile ve Sosyal Politikalar Bakanlığı. (2017a). Dijital Dünya’da Rekabet, e-Spor ve Topluluk Yönetimi Çalıştayı-Sonuç Raporu, Uluslararası Çocuk ve Bilgi Güvenliği Etkinlikleri Dijital Oyunlar Çalıştayları. Erişim Adresi http://cocukvebilgiguvenligihaftasi.com/wp-content/uploads/2017/11/BTK-espor10102017_Rapor_V2.pdf
  • T.C. Aile ve Sosyal Politikalar Bakanlığı. (2017b). Dijital Dünya’da e-Spor Çalıştayı-Sonuç Raporu, Uluslararası Çocuk ve Bilgi Güvenliği Etkinlikleri Dijital Oyunlar Çalıştayları. Erişim Adresi http://cocukvebilgiguvenligihaftasi.com/wp-content/uploads/2017/11/BTK-GSBespor10102017_Rapor_V3.pdf
  • 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
There are 21 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Süleyman Yükçü 0000-0002-1514-5953

Emre Kaplanoğlu 0000-0001-7287-1938

Publication Date July 4, 2018
Published in Issue Year 2018

Cite

APA Yükçü, S., & Kaplanoğlu, E. (2018). UİK e-SPOR ENDÜSTRİSİ. Uluslararası İktisadi Ve İdari İncelemeler Dergisi533-550. https://doi.org/10.18092/ulikidince.435207

Cited By






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https://doi.org/10.30798/makuiibf.820856

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Ankara Üniversitesi Beden Eğitimi ve Spor Yüksekokulu SPORMETRE Beden Eğitimi ve Spor Bilimleri Dergisi
Orçun KEÇECİ
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E- SPOR VE E-SPOR HUKUKU’NDA SPORCU SÖZLEŞMELERİ
Ankara Üniversitesi Hukuk Fakültesi Dergisi
Hakkı Mert DOĞU
https://doi.org/10.33629/auhfd.848644

e-Spor, Spor ve Fiziksel Aktivite
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