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E-Sporda Kariyer Fırsatları ve Tehditleri

Yıl 2023, , 470 - 484, 29.10.2023
https://doi.org/10.38021/asbid.1351064

Öz

E-spor endüstrisi son yıllarda hızlı bir büyüme göstermekte ve bu endüstride kariyer yapan birey sayısı her geçen gün artmaktadır. Geleneksel sporların aksine e-spor dijital bir dünya üzerine kurulu olduğu ve sporun farklı bir alanında yer aldığı için, paydaşlarına sunduğu birbirinden farklı, keşfedilmeyi bekleyen kariyer fırsatlarına sahiptir. Dolayısıyla e-sporda kariyer alanlarına, fırsatlarına ve tehditlerine ilişkin sınırların belirlenmesi e-sporun sürdürülebilirliği açısından önemlidir. Bu bağlamda bu araştırmada e-sporda mevcut kariyer alanlarını ve fırsatlarını incelemek, e-sporda kariyer sürecini olumsuz yönde etkileyen ve tehdit eden faktörleri ortaya koymak üzere literatür taraması gerçekleştirilmiştir. Araştırma kapsamında yapılan literatür taraması sonucu e-sporda başlıca kariyer alanlarının; takım sahipliği-koçluğu ve mentorluk, yayıncılık-sunuculuk, analistlik, sosyal medya-içerik üreticiliği, yöneticilik-hakemlik, oyun ve yazılım geliştiriciliği, organizatörlük ve pazarlama olduğu söylenebilmektedir. E-sporda kariyer sürecini tehdit eden ve olumsuz yönde etkileyen etkenler ise; e-spora ilişkin karşıt görüşler, yetersiz finansman ve sponsorluk, oyuncu haklarına dair hukuki sorunlar, yetersiz ağ alt yapıları, fiziksel ve mental sağlık problemleri, e-spor oyunlarının sıklıkla güncellenmesi, e-doping, e-hile ve kumar, ailenin ve sosyal çevrenin e-spora yönelik ön yargıları şeklinde sıralanabilir.

Destekleyen Kurum

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Proje Numarası

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Teşekkür

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Kaynakça

  • Allen,V. E. (2018). Report: Dota Team Told Player He Was Cut During Pizza Party, https://kotaku.com/report-dota-team-told-player-he-was-cut-during-pizza-p-1822249299, Erişim Tarihi:18.08.2023.
  • Bányai, F., Griffiths, M. D., Demetrovics, Z., ve Király, O. (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive Psychiatry, 94,1-8.
  • Bele, S., Sawai, V., Lavankar, P., ve Sayyed, M. (2022). The future of Esports. International Research Journal of Innovations in Engineering and Technology, 6(11), 134-141.
  • Bingöl, U. ve Çakır, Y. N. (2021). Impact of future expectations on career planning attitudes' of professional Esports athletes. Yönetim Bilimleri Dergisi, 19(39), 203-224.
  • Bousquet, J. ve Ertz, M. (2021). eSports: Historical review, current state, and future challenges, andrews, s. ve crawford, C.M. (Eds.), In: Handbook of Research on Pathways and Opportunities Into the Business of Esports, USA: IGI Global.
  • Campbell M. J., Toth A. J., Moran A. P., Kowal M., ve Exton C. (2018). eSports: a new window on neurocognitive expertise? Prog. Brain Res., 240, 161–174.
  • Coates D., ve Parshakov P. (2016). Team vs. individual tournaments: evidence from prize structure in eSports, in Higher School of Economics Research Paper No. WP BRP 138, National Research University Higher School of Economics.
  • Duan, P., Wang, X., Zhang, A. Y., ve Ji, B. (2023). Electronic Sports Industry in China (An Overwiew), Singapore: Springer Singapore.
  • Edge, N. (2013). Evolution of the gaming experience: Live video streaming and the emergence of a new web community. Elon Journal of Undergraduate Research in Communications, 4(2), 1-12.
  • Egliston, B. (2020). Watch to win? Esport broadcast expertise and technicity in Dota 2. Convergence, 26(5-6), 1174-1193.
  • Fakazlı, A. E. (2020). The Effect of Covid-19 Pandemic on Digital Games and eSports. International Journal of Sport Culture and Science, 8(4), 335-344.
  • Gdonteli, K. E. (2020). Esports in Olympic Games: A global trend and prospects. International Sports Law Review Pandektis (ISLR/Pandektis), 13, 50-60.
  • Goldman, M. M., ve Hedlund, D. P. (2020). Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19. International Journal of Sport Communication, 13(3), 370-380.
  • Grey-Thompson, B. (2017). Duty of care in sport review–Independent report to government. https://assets.publishing.service.gov.uk/government/uploads/system/uploads/attachment_data/file/610130/Duty_of_Care_Review_-_April_2017__2.pdf, Erişim Tarihi: 19.08.2023.
  • Hamari, J., ve Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232.
  • Hilvoorde, I. V., ve Pot, N. (2016). Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10(1), 14–27.
  • Hou, J., Yang, X., ve Panek, E. (2020). How about playing games as a career? The evolution of esports in the eyes of mainstream media and public relations. International Journal of Sport Communication, 13(1), 1-21.
  • Hwang, J. (2022). Cheating in esports: A proposal to regulate the growing problem of E-doping, Nw. U. L. Rev., 116(5), 1283-1318.
  • Jenny, S. E., 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.
  • Jozwiak, P. (2022). Esports cities: a study on special legal problems connected with esports from the point of view of a local government. Journal of Physical Education and Sport, 2(5), 1304-1310
  • Kartal, M. (2020). Küreselleşme bağlamında Türkiye’de espor. Temel, C. (Ed.), Ankara: Gazi Kitabevi.
  • Kartal, M. (2021). Yeni neslin engelsiz sporu: Espor, Gündoğdu, C. (Ed.), Espor, Multi Sportif Araştırmalar: 6 Farklı Yaklaşım içinde, 1. Baskı, Ankara: Gazi Kitabevi, s.71-73.
  • Kartal, M. (2022). Elektronik spor (Espor), Editörler (Sağıroğlu, Ş., Bülbül, H.İ., Kılıç, A., Dr. Küçükali, M., Bayzan, Ş., Samur, Y.), İçinde: Dijital Oyunlar -2: Araçlar, Metodolojiler, Uygulamalar ve Öneriler, Nobel Akademik Yayıncılık Eğitim Danışmanlık, Ankara.
  • Kartal, M. ve Temel, C. (2021). Metaphors regarding the concept of esports produced by university students in Turkey. Rocznık Lubuski Journal, 2(47), 85-100., Doi: 10.34768/rl.2021.v472.07.
  • Kim, Y. H., Nauright, N., ve Suveatwatanakul, C. (2020) The rise of Esports and potential for Post-COVID continued growth, Sport in Society, 23(11), 1861-1871.
  • Kocadağ, M. (2019). Elektronik sporla ilgilenen ergenlerin mesleki karar düzeylerinin çeşitli değişkenler açısından incelenmesi. Yüksek Lisans Tezi, Bursa Uludağ Üniversitesi, Eğitim Bilimleri Enstitüsü, Eğitim Bilimleri Anabilim Dalı, Rehberlik ve Psikolojik Danışmanlık Bilim Dalı, Bursa.
  • Lu, W., Xu, G., Gong, X., ve Chen, Q. (2021). On the interdisciplinary education among undergraduate students majoring in Esports, 2021 International Conference on Culture-oriented Science ve Technology (ICCST), Beijing, China, 63-66.
  • Marelić, M., ve Vukušić, D. (2019). Esports: Defnition and social implications. Exercise and Quality of Life Journal, 11(2), 47–54.
  • Marta, R., Prasetya, A., Laurensia, B., Stevani, S., ve Syarnubi, K. (2020). Imbalance Identity in E-Sports News Intersectionality on Covid-19 Pandemic Situation. Jurnal ASPIKOM, 5(2), 206-218.
  • Martinello, E. (2019). Intel World Open brings esports to 2020 Summer Olympics, https://esportsinsider.com/2019/09/intel-world-open-olympics, Erişim Tarihi: 18.08.2023.
  • Martončik, M. (2015). esports: Playing just for fun or playing to satisfy life goals? Comput. Hum. Behav., 48, 208-211. Newzoo Global Esports Market Report 2020 | Light Version. https://newzoo.com/resources/trend-reports/newzoo-global-esports-market-report-2020-light-version, Erişim Tarihi: 16.08.2023.
  • Parry, J. (2019) Esports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3-18.
  • Parshakov, P., ve M. Zavertiaeva. 2018. “Determinants of Performance in eSports: A Country-Level Analysis.” International Journal of Sport Finance, 13(1), 34–51.
  • Pizzo, A. D., Baker, B. J., Na, S., Lee, M., Kim, K., ve Funk, D. C. (2018). eSport vs. sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 45–60.
  • Salo, M. (2017). Career transitions of eSports athletes: A proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 22-32.
  • Scholz, T. M. (2019). eSport is Business: Management in the World of Competitive Gaming. London: Palgrave Macmillan.
  • Seiffert, R., Szymski, D., ve Krutsch, W. (2020). Esports/Computer Sports. In: Krutsch, W., Mayr, H.O., Musahl, V., Della Villa, F., Tscholl, P.M., Jones, H. (eds) Injury and Health Risk Management in Sports. Springer, Berlin, Heidelberg.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272.
  • Smith, M. J., Birch, P. D., ve Bright, D. (2019). Identifying stressors and coping strategies of elite esports competitors. International Journal of Gaming and Computer-Mediated Simulations,11(2), 22–39.
  • Tan, J, Sun, X.T, Peng, D.R. (2022). Current research progress on health problems and health management of Esports players. Chinese Journal of Industrial Hygiene and Occupational Diseases, 40(5),392-395.
  • Türkiye Espor Federasyonu (TESFED) (2023). Espor Branşları. 26.08.2023 tarihinde https://tesfed.gov.tr/branslar adresinden erişildi.
  • Wagner, M. (2006). On the scientific relevance of esports. In Proceedings of the 2006 International Conference on Internet Computing ve Conference on Computer Games Development, 437-442.
  • Wylleman, P. (2019). A developmental and holistic perspective on transiting out of elite sport. In M. H. Anshel, T. A. Petrie, ve J. A. Steinfeldt (Eds.), APA handbooks in psychology series. APA handbook of sport and exercise psychology, 1, Sport psychology, 201–216.
  • Yenişehirlioğlu, E., Y., E. Cagri, E. Şahin, S., ve Ulema, S. (2018). A Conceptional Research on Determining the Tourism Potential of Electronic Sports Events: esports Tourism. The Journal of Kesit Academy, 4(16), 341–353.

Career Opportunities And Threats in E-Sports

Yıl 2023, , 470 - 484, 29.10.2023
https://doi.org/10.38021/asbid.1351064

Öz

The e-sports industry has been growing rapidly in recent years and the number of individuals making a career in this industry is increasing day by day. Contrary to traditional sports, e-sports is based on a digital world and is in a different field of sports, so it offers different career opportunities to its stakeholders, waiting to be explored. Therefore, determining the boundaries of career fields, opportunities and threats in e-sports is important for the sustainability of e-sports. In this context, in this study, a literature review was conducted to examine the existing career fields and opportunities in e-sports, and to reveal the factors that negatively affect and threaten the career process in e-sports. As a result of the literature review conducted within the scope of the research, it can be said that the main career fields in e-sports are team ownership-coaching and mentoring, streaming-presenting, analyst, social media-content creation, management- refereeing, game and software development, organization and marketing. The factors that threaten and negatively affect the career process in e-sports are; opposing views on e-sports, insufficient funding and sponsorship, legal problems with player rights, inadequate network infrastructures, physical and mental health problems, frequent updating of e-sports games, e-doping, e-cheating and gambling and prejudices of family and social environment towards e-sports can be listed.

Proje Numarası

-

Kaynakça

  • Allen,V. E. (2018). Report: Dota Team Told Player He Was Cut During Pizza Party, https://kotaku.com/report-dota-team-told-player-he-was-cut-during-pizza-p-1822249299, Erişim Tarihi:18.08.2023.
  • Bányai, F., Griffiths, M. D., Demetrovics, Z., ve Király, O. (2019). The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Comprehensive Psychiatry, 94,1-8.
  • Bele, S., Sawai, V., Lavankar, P., ve Sayyed, M. (2022). The future of Esports. International Research Journal of Innovations in Engineering and Technology, 6(11), 134-141.
  • Bingöl, U. ve Çakır, Y. N. (2021). Impact of future expectations on career planning attitudes' of professional Esports athletes. Yönetim Bilimleri Dergisi, 19(39), 203-224.
  • Bousquet, J. ve Ertz, M. (2021). eSports: Historical review, current state, and future challenges, andrews, s. ve crawford, C.M. (Eds.), In: Handbook of Research on Pathways and Opportunities Into the Business of Esports, USA: IGI Global.
  • Campbell M. J., Toth A. J., Moran A. P., Kowal M., ve Exton C. (2018). eSports: a new window on neurocognitive expertise? Prog. Brain Res., 240, 161–174.
  • Coates D., ve Parshakov P. (2016). Team vs. individual tournaments: evidence from prize structure in eSports, in Higher School of Economics Research Paper No. WP BRP 138, National Research University Higher School of Economics.
  • Duan, P., Wang, X., Zhang, A. Y., ve Ji, B. (2023). Electronic Sports Industry in China (An Overwiew), Singapore: Springer Singapore.
  • Edge, N. (2013). Evolution of the gaming experience: Live video streaming and the emergence of a new web community. Elon Journal of Undergraduate Research in Communications, 4(2), 1-12.
  • Egliston, B. (2020). Watch to win? Esport broadcast expertise and technicity in Dota 2. Convergence, 26(5-6), 1174-1193.
  • Fakazlı, A. E. (2020). The Effect of Covid-19 Pandemic on Digital Games and eSports. International Journal of Sport Culture and Science, 8(4), 335-344.
  • Gdonteli, K. E. (2020). Esports in Olympic Games: A global trend and prospects. International Sports Law Review Pandektis (ISLR/Pandektis), 13, 50-60.
  • Goldman, M. M., ve Hedlund, D. P. (2020). Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19. International Journal of Sport Communication, 13(3), 370-380.
  • Grey-Thompson, B. (2017). Duty of care in sport review–Independent report to government. https://assets.publishing.service.gov.uk/government/uploads/system/uploads/attachment_data/file/610130/Duty_of_Care_Review_-_April_2017__2.pdf, Erişim Tarihi: 19.08.2023.
  • Hamari, J., ve Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232.
  • Hilvoorde, I. V., ve Pot, N. (2016). Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 10(1), 14–27.
  • Hou, J., Yang, X., ve Panek, E. (2020). How about playing games as a career? The evolution of esports in the eyes of mainstream media and public relations. International Journal of Sport Communication, 13(1), 1-21.
  • Hwang, J. (2022). Cheating in esports: A proposal to regulate the growing problem of E-doping, Nw. U. L. Rev., 116(5), 1283-1318.
  • Jenny, S. E., 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.
  • Jozwiak, P. (2022). Esports cities: a study on special legal problems connected with esports from the point of view of a local government. Journal of Physical Education and Sport, 2(5), 1304-1310
  • Kartal, M. (2020). Küreselleşme bağlamında Türkiye’de espor. Temel, C. (Ed.), Ankara: Gazi Kitabevi.
  • Kartal, M. (2021). Yeni neslin engelsiz sporu: Espor, Gündoğdu, C. (Ed.), Espor, Multi Sportif Araştırmalar: 6 Farklı Yaklaşım içinde, 1. Baskı, Ankara: Gazi Kitabevi, s.71-73.
  • Kartal, M. (2022). Elektronik spor (Espor), Editörler (Sağıroğlu, Ş., Bülbül, H.İ., Kılıç, A., Dr. Küçükali, M., Bayzan, Ş., Samur, Y.), İçinde: Dijital Oyunlar -2: Araçlar, Metodolojiler, Uygulamalar ve Öneriler, Nobel Akademik Yayıncılık Eğitim Danışmanlık, Ankara.
  • Kartal, M. ve Temel, C. (2021). Metaphors regarding the concept of esports produced by university students in Turkey. Rocznık Lubuski Journal, 2(47), 85-100., Doi: 10.34768/rl.2021.v472.07.
  • Kim, Y. H., Nauright, N., ve Suveatwatanakul, C. (2020) The rise of Esports and potential for Post-COVID continued growth, Sport in Society, 23(11), 1861-1871.
  • Kocadağ, M. (2019). Elektronik sporla ilgilenen ergenlerin mesleki karar düzeylerinin çeşitli değişkenler açısından incelenmesi. Yüksek Lisans Tezi, Bursa Uludağ Üniversitesi, Eğitim Bilimleri Enstitüsü, Eğitim Bilimleri Anabilim Dalı, Rehberlik ve Psikolojik Danışmanlık Bilim Dalı, Bursa.
  • Lu, W., Xu, G., Gong, X., ve Chen, Q. (2021). On the interdisciplinary education among undergraduate students majoring in Esports, 2021 International Conference on Culture-oriented Science ve Technology (ICCST), Beijing, China, 63-66.
  • Marelić, M., ve Vukušić, D. (2019). Esports: Defnition and social implications. Exercise and Quality of Life Journal, 11(2), 47–54.
  • Marta, R., Prasetya, A., Laurensia, B., Stevani, S., ve Syarnubi, K. (2020). Imbalance Identity in E-Sports News Intersectionality on Covid-19 Pandemic Situation. Jurnal ASPIKOM, 5(2), 206-218.
  • Martinello, E. (2019). Intel World Open brings esports to 2020 Summer Olympics, https://esportsinsider.com/2019/09/intel-world-open-olympics, Erişim Tarihi: 18.08.2023.
  • Martončik, M. (2015). esports: Playing just for fun or playing to satisfy life goals? Comput. Hum. Behav., 48, 208-211. Newzoo Global Esports Market Report 2020 | Light Version. https://newzoo.com/resources/trend-reports/newzoo-global-esports-market-report-2020-light-version, Erişim Tarihi: 16.08.2023.
  • Parry, J. (2019) Esports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3-18.
  • Parshakov, P., ve M. Zavertiaeva. 2018. “Determinants of Performance in eSports: A Country-Level Analysis.” International Journal of Sport Finance, 13(1), 34–51.
  • Pizzo, A. D., Baker, B. J., Na, S., Lee, M., Kim, K., ve Funk, D. C. (2018). eSport vs. sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 45–60.
  • Salo, M. (2017). Career transitions of eSports athletes: A proposal for a research framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(2), 22-32.
  • Scholz, T. M. (2019). eSport is Business: Management in the World of Competitive Gaming. London: Palgrave Macmillan.
  • Seiffert, R., Szymski, D., ve Krutsch, W. (2020). Esports/Computer Sports. In: Krutsch, W., Mayr, H.O., Musahl, V., Della Villa, F., Tscholl, P.M., Jones, H. (eds) Injury and Health Risk Management in Sports. Springer, Berlin, Heidelberg.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272.
  • Smith, M. J., Birch, P. D., ve Bright, D. (2019). Identifying stressors and coping strategies of elite esports competitors. International Journal of Gaming and Computer-Mediated Simulations,11(2), 22–39.
  • Tan, J, Sun, X.T, Peng, D.R. (2022). Current research progress on health problems and health management of Esports players. Chinese Journal of Industrial Hygiene and Occupational Diseases, 40(5),392-395.
  • Türkiye Espor Federasyonu (TESFED) (2023). Espor Branşları. 26.08.2023 tarihinde https://tesfed.gov.tr/branslar adresinden erişildi.
  • Wagner, M. (2006). On the scientific relevance of esports. In Proceedings of the 2006 International Conference on Internet Computing ve Conference on Computer Games Development, 437-442.
  • Wylleman, P. (2019). A developmental and holistic perspective on transiting out of elite sport. In M. H. Anshel, T. A. Petrie, ve J. A. Steinfeldt (Eds.), APA handbooks in psychology series. APA handbook of sport and exercise psychology, 1, Sport psychology, 201–216.
  • Yenişehirlioğlu, E., Y., E. Cagri, E. Şahin, S., ve Ulema, S. (2018). A Conceptional Research on Determining the Tourism Potential of Electronic Sports Events: esports Tourism. The Journal of Kesit Academy, 4(16), 341–353.
Toplam 44 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Spor ve Rekreasyon
Bölüm Arşiv
Yazarlar

Mehmet Kartal 0000-0003-3153-0496

Proje Numarası -
Erken Görünüm Tarihi 23 Ekim 2023
Yayımlanma Tarihi 29 Ekim 2023
Gönderilme Tarihi 28 Ağustos 2023
Kabul Tarihi 11 Ekim 2023
Yayımlandığı Sayı Yıl 2023

Kaynak Göster

APA Kartal, M. (2023). E-Sporda Kariyer Fırsatları ve Tehditleri. Mediterranean Journal of Sport Science, 6(1-Cumhuriyet’in 100. Yılı Özel Sayısı), 470-484. https://doi.org/10.38021/asbid.1351064

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