Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2019, Cilt: 3 Sayı: 1, 12 - 22, 27.06.2019
https://doi.org/10.30625/ijctr.525426

Öz

Kaynakça

  • Agius, M. (2015). E-sports as a niche tourist attraction: an international exploratory study (B.A. Thesis), Institute for Tourism, Travel & Culture, University of Malta.
  • Ayar, H. (2018). Development of e-sport in Turkey and in the world. International Journal of Science Culture and Sport, 6(1), 95-102.
  • Borowy, M. & Jin, D. (2013). Pioneering eSport: The experience economy and the marketing of early 1980s arcade gaming contests. International Journal of Communication, 7, 2254–2274.
  • Bull, C., & Weed, M. (2012). Sports tourism: Participants, policy and providers. London: Routledge.
  • Casselman, B. (2015). Resistance is futile: eSports is massive and growing. [Online] Available: http://espn.go.com/espn/story/_/id/13059210/esportsmassive-industry-growing
  • Christophers, J., & Scholz, T. (Eds.) (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.
  • Christophers, J., & Scholz, T. (Eds.) (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.
  • Creighton, M. R. (1994). "Edutaining" children: consumer and gender socialization in Japanese marketing. Ethnology, 33(1), 35-52.
  • Cupchik, G. C., & Winston, A. S. (1996). Confluence and divergence in empirical aesthetics, philosophy, and mainstream psychology. In M.P. Friedman & E.C
  • Carterette,. (Eds.), Handbook of perception and cognition: Cognitive ecology (pp. 61-85). San Diego, CA: Academic Press, Inc.
  • Delpy, L. (1998). An overview of sport tourism: Building towards a dimensional framework. Journal of Vacation Marketing, 4(1), 23-38.
  • Dicks, B. (2003) Heritage, governance and marketization: A case-study from Wales. Museum and Society, 1(1), 30-44.
  • Douglas, N., Douglas, N. & Derrett, R. (2001). Special interest tourism. Brisbane, AU: John Wiley and Sons Australia.
  • Eslgaming (2014). The growth and future of eSports tourism. [Online] Available: https://www.eslgaming.com/article/growth-and-future-esports-tourism-1565
  • Esreality (2016). Global esports market report 2016. [Online] Available: http://www.esreality.com/?a=post&id=2803572
  • 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.
  • Getz, D. (1989). Special events: Defining the product. Tourism Management, 10(2), 125-137.
  • Getz, D. (2005). Event management and event tourism (2nd edition). New York, NY: Cognizant.
  • Getz, D. (2008). Event tourism: Definition, evolution, and research. Tourism Management, 29, 403-428.
  • Gibson, H. J. (1998). Sport tourism: a critical analysis of research. Sport Management Review, 1(1), 45-76.
  • Gibson, H. J. (2003). Sport tourism: An introduction to the special issue. Journal of Sport Management, 17(3), 205-213.
  • Giddens, A. (1999). Risk and responsibility. The Modern Law Review, 62(1), 1-10.
  • Graham, B. A. (2017). eSports to be a medal event at 2022 Asian Games. [Online] Available: https://www.theguardian.com/sport/2017/apr/18/esports-to-be-medal-sport-at-2022-asian-games
  • Guttmann, A. (2004). Sports: The first five millennia. Amherst and Boston, MA: University of Massachusetts Press.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it?. Internet Research, 27(2), 211-232. Hayes, D., & MacLeod, N. (2007). Packaging places: Designing heritage trails using an experience economy perspective to maximize visitor engagement. Journal of Vacation Marketing, 13(1), 45–58.
  • Heere, B. (2018). Embracing the sportification of society: defining e-sports through a polymorphic view on sport. Sport Management Review, 21(1), 21-24.
  • Hertzman, E., Anderson, D., & Rowley, S. (2008). Edutainment heritage tourist attractions: A portrait of visitors’ experiences at Storyeum. Museum Management and Curatorship, 23(2), 155-175.
  • Hinch, T. D., & Higham, J. E. (2001). Sport tourism: A framework for research. International Journal of Tourism Research, 3(1), 45-58.
  • Hosany, S., & Witham, M. (2010). Dimensions of cruisers’ experiences, satisfaction, and intention to recommend. Journal of Travel Research, 49(3), 351–364.
  • Hutchins, B. (2008). Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media & Society, 10(6), 851-869.
  • Janiskee, R. L. (1996). Historic houses and special events. Annals of Tourism Research, 23(2), 398-414.
  • Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A new sport business opportunity. Journal of Applied Sport Management, 10(1), 34-49.
  • 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.
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Jurowski, C. (2009). An examination of the four realms of tourism experience theory. In Paper presented at the International CHRIE Conference – Refereed Track, July 29, San Francisco.[Online]Available:http://scholarworks.umass.edu/refereed/Sessions/Wednesday/23
  • Kozinets, R. V., Sherry Jr, J. F., Storm, D., Duhachek, A., Nuttavuthisit, K., & DeBerry-Spence, B. (2004). Ludic agency and retail spectacle. Journal of Consumer Research, 31(3), 658-672.
  • Kresse, C. (2016). eSports in 2015 by the numbers: Attendance figures, investments and prize money, Esports Marketing Blog. [Online] Available:http://esports-marketing-blog.com/esports-in-2015-attendance-figures-investments-prize-money/
  • Lee, D., & Schoenstedt, L. J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal Of Research, 6(2), 39-44. Li, R. (2016). Good luck have fun: The rise of esports. New York, NY: Skyhorse Publishing, Inc.
  • Linscott, G. (2017). The first esports travel agency: Another milestone, [Online] Available: https://esportsedition.com/general/esports-travel-growth/
  • Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of esports as a commercial activity. Journal: Problems and Perspectives in Management, 16(1), 207-213.
  • Marković, S. (2012). Components of aesthetic experience: aesthetic fascination, aesthetic appraisal, and aesthetic emotion. i-Perception, 3(1), 1-17. McTee, M. (2014). E-sports: More than just a fad. Oklahoma Journal of Law and Technology, 10(1), 1-27.
  • Newzoo (2016). Global e-sport market report. [Online] Available: https://newzoo.com/insights/articles/global-esports-market-report-revenues-to-jump-to-463-million-in-2016-as-us-leads-the-way/
  • Newzoo (2018). Global games market report 2018. [Online] Available:https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2018-light-version/
  • Oakley, J. (2018). Why a travel and hospitality team is crucial for esports. [Online] Available:http://sportstravelmagazine.com/why-a-travel-and-hospitality-team-is-crucial-for-esports/
  • OGCIO (2017). The Office of the Government Chief Information Officer (OGCIO) Report on Promotion of E-sports Development in Hong Kong. [Online] Available: https://www.ogcio.gov.hk/en/news/publications/doc/EN_e-sports_report.pdf
  • Palmer, C. (2005). An ethnography of Englishness: Experiencing identity through tourism. Annals of Tourism Research, 32(1), 7-27.
  • Parry, J. (2018). E-sports are Not Sports. Sport, Ethics and Philosophy, 1–16. https://doi.org/10.1080/17511321.2018.1489419
  • Parshakov, P., & Oskolkova M. (2016). Success in eSports: Does Country Matter?. SSRN Scholarly Paper 2662343. [Online] Available: http://papers.ssrn.com/abstract=2662343
  • Peša, A. R., Čičin-Šain, D., & Blažević, T. (2017). New business model in the growing e-sports industry. Business Excellence, 11(2), 121-132.
  • Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review, 76(4), 97-105.
  • Pine, B. J., & Gilmore, J. H. (1999). The experience economy: Work is theatre and every business a stage. Boston, MA: Harvard Business Press.
  • Pine, B. J., & Gilmore, J. H. (2011). The experience economy (Update edition). Boston, MA: Harvard Business Press.
  • Pizzo, A. D., Baker, B. J., Na, S., Lee, M. A., Kim, D., & Funk, D. C. (2018). eSport vs. sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108-123.
  • Quadri-Felitti, D., & Fiore, A. M. (2012). Experience economy constructs as a framework for understanding wine tourism. Journal of Vacation Marketing, 18(1), 3-15.
  • Quinn, S. (2017). What are they thinking? Esports is not a game for the Hong Kong Tourism Board to play. [Online] Available: https://www.scmp.com/sport/hong-kong/article/2100854/what-are-they-thinking-esports-not-game-hong-kong-tourism-board-play
  • Schubert, M., Drachen, A. & Mahlmann, T. (2016). Esports analytics through encounter detection. In Sloan, M. I. T (Ed.), Proceedings of the MIT Sloan Sports Analytics Conference, 2016, Boston, USA.
  • Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13-14), 1542-1560.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264-272.
  • Šimková, E., & Holzner, J. (2014). Motivation of tourism participants. Procedia-Social and Behavioral Sciences, 159, 660-664.
  • Statista (2018). eSports market - Statistics & Facts. [Online] Available: https://www.statista.com/topics/3121/esports-market/
  • Stewart, J. (2017). Why esports are real sports: Video gamers' talents compare with those of athletes and their tournaments rival viewing figures of sport events. [Online] Available:https://www.dailymail.co.uk/sport/esports/article-4812762/Why-esports-real-sports.html
  • Tan, D. N. (2018). Owning the world’s biggest esport: Intellectual property and Dota. Harvard Journal of Law & Technology, 31(2), 965-989.
  • Thiborg, J. (2009). ESport and governering bodies – An outline for a research project and preliminary results. In: Kultur-Natur conference, Norrköping. Available: http://muep.mau.se/handle/2043/10746
  • Toffler, Al. (1970) Future shock. New York, NY: Random House.
  • Trauer, B. (2006). Conceptualizing special interest tourism—frameworks for analysis. Tourism Management, 27(2), 183-200.
  • Urry, J., & Rojek, C. (Eds.). (1997). Touring cultures: transformations of travel and theory. London: Routledge.
  • Wagner, M. (2006). On the scientific relevance of eSport. In J. Arreymbi, V.A. Clincy, O.L. Droegehorn, S. Joan, M.G. Ashu, J.A. Ware, S. Zabir & H.R. Arabnia (Eds.), Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development (pp. 437-440), CSREA Press, Las Vegas, NV.
  • Wagner, M. (2007). Competing in metagame space – eSports as the first professionalized computer metagame. In F. von Borries, S. Walz, U. Brinkmann, & M. Böttger (Eds.), Space time play – Games, architecture, and urbanism (pp. 182–185). Basel, CHE: Birkhäuser.
  • Yenişehirlioğlu, E., Erdoğan, Ç. Şahin, S. & Ulama, Ş. (2018). A conceptional research on determining the tourism potential of electronic sports events: E-sports tourism. The Journal of Kesit Academy, 4(16), 341-353.
  • Yu, H. (2018). Game On: The Rise of the eSports Middle Kingdom. Media Industries Journal, 5(1), 88-105.

E-Sport Events within Tourism Paradigm: A Conceptual Discussion

Yıl 2019, Cilt: 3 Sayı: 1, 12 - 22, 27.06.2019
https://doi.org/10.30625/ijctr.525426

Öz

E-sports
(electronic sports) refers to organized video gaming events or tournaments that
culminate in championships at either the regional or international level. The
e-sports market is experiencing rapid growth. By 2020, the market is expected
to generate over US$1.48 billion in revenue. The
number of viewers who regularly follow the industry and tune in to watch
international competitions is projected to reach 589 million by 2020. There are
many reasons why e-sports events are attractive and remarkable experiences: fans
get the chance to (a) watch the best players in the world compete; (b) meet
their favorite players; and (c) share their passion with hundreds of like-minded
fans. This hip version of event tourism, e-sports
tourism,
has been flying under the radar for a long time but has finally,
in recent years, entered the mainstream. This study
discussed the relationship between
e-sports and tourism by examining e-sports events within the tourism paradigm.
Consequently, e-sports events, as a growing market, constitutes an important
attraction for the tourism sector.

Kaynakça

  • Agius, M. (2015). E-sports as a niche tourist attraction: an international exploratory study (B.A. Thesis), Institute for Tourism, Travel & Culture, University of Malta.
  • Ayar, H. (2018). Development of e-sport in Turkey and in the world. International Journal of Science Culture and Sport, 6(1), 95-102.
  • Borowy, M. & Jin, D. (2013). Pioneering eSport: The experience economy and the marketing of early 1980s arcade gaming contests. International Journal of Communication, 7, 2254–2274.
  • Bull, C., & Weed, M. (2012). Sports tourism: Participants, policy and providers. London: Routledge.
  • Casselman, B. (2015). Resistance is futile: eSports is massive and growing. [Online] Available: http://espn.go.com/espn/story/_/id/13059210/esportsmassive-industry-growing
  • Christophers, J., & Scholz, T. (Eds.) (2010). eSports Yearbook 2009. Norderstedt: Books on Demand GmbH.
  • Christophers, J., & Scholz, T. (Eds.) (2011). eSports Yearbook 2010. Norderstedt: Books on Demand GmbH.
  • Creighton, M. R. (1994). "Edutaining" children: consumer and gender socialization in Japanese marketing. Ethnology, 33(1), 35-52.
  • Cupchik, G. C., & Winston, A. S. (1996). Confluence and divergence in empirical aesthetics, philosophy, and mainstream psychology. In M.P. Friedman & E.C
  • Carterette,. (Eds.), Handbook of perception and cognition: Cognitive ecology (pp. 61-85). San Diego, CA: Academic Press, Inc.
  • Delpy, L. (1998). An overview of sport tourism: Building towards a dimensional framework. Journal of Vacation Marketing, 4(1), 23-38.
  • Dicks, B. (2003) Heritage, governance and marketization: A case-study from Wales. Museum and Society, 1(1), 30-44.
  • Douglas, N., Douglas, N. & Derrett, R. (2001). Special interest tourism. Brisbane, AU: John Wiley and Sons Australia.
  • Eslgaming (2014). The growth and future of eSports tourism. [Online] Available: https://www.eslgaming.com/article/growth-and-future-esports-tourism-1565
  • Esreality (2016). Global esports market report 2016. [Online] Available: http://www.esreality.com/?a=post&id=2803572
  • 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.
  • Getz, D. (1989). Special events: Defining the product. Tourism Management, 10(2), 125-137.
  • Getz, D. (2005). Event management and event tourism (2nd edition). New York, NY: Cognizant.
  • Getz, D. (2008). Event tourism: Definition, evolution, and research. Tourism Management, 29, 403-428.
  • Gibson, H. J. (1998). Sport tourism: a critical analysis of research. Sport Management Review, 1(1), 45-76.
  • Gibson, H. J. (2003). Sport tourism: An introduction to the special issue. Journal of Sport Management, 17(3), 205-213.
  • Giddens, A. (1999). Risk and responsibility. The Modern Law Review, 62(1), 1-10.
  • Graham, B. A. (2017). eSports to be a medal event at 2022 Asian Games. [Online] Available: https://www.theguardian.com/sport/2017/apr/18/esports-to-be-medal-sport-at-2022-asian-games
  • Guttmann, A. (2004). Sports: The first five millennia. Amherst and Boston, MA: University of Massachusetts Press.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it?. Internet Research, 27(2), 211-232. Hayes, D., & MacLeod, N. (2007). Packaging places: Designing heritage trails using an experience economy perspective to maximize visitor engagement. Journal of Vacation Marketing, 13(1), 45–58.
  • Heere, B. (2018). Embracing the sportification of society: defining e-sports through a polymorphic view on sport. Sport Management Review, 21(1), 21-24.
  • Hertzman, E., Anderson, D., & Rowley, S. (2008). Edutainment heritage tourist attractions: A portrait of visitors’ experiences at Storyeum. Museum Management and Curatorship, 23(2), 155-175.
  • Hinch, T. D., & Higham, J. E. (2001). Sport tourism: A framework for research. International Journal of Tourism Research, 3(1), 45-58.
  • Hosany, S., & Witham, M. (2010). Dimensions of cruisers’ experiences, satisfaction, and intention to recommend. Journal of Travel Research, 49(3), 351–364.
  • Hutchins, B. (2008). Signs of meta-change in second modernity: the growth of e-sport and the World Cyber Games. New Media & Society, 10(6), 851-869.
  • Janiskee, R. L. (1996). Historic houses and special events. Annals of Tourism Research, 23(2), 398-414.
  • Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A new sport business opportunity. Journal of Applied Sport Management, 10(1), 34-49.
  • 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.
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Jurowski, C. (2009). An examination of the four realms of tourism experience theory. In Paper presented at the International CHRIE Conference – Refereed Track, July 29, San Francisco.[Online]Available:http://scholarworks.umass.edu/refereed/Sessions/Wednesday/23
  • Kozinets, R. V., Sherry Jr, J. F., Storm, D., Duhachek, A., Nuttavuthisit, K., & DeBerry-Spence, B. (2004). Ludic agency and retail spectacle. Journal of Consumer Research, 31(3), 658-672.
  • Kresse, C. (2016). eSports in 2015 by the numbers: Attendance figures, investments and prize money, Esports Marketing Blog. [Online] Available:http://esports-marketing-blog.com/esports-in-2015-attendance-figures-investments-prize-money/
  • Lee, D., & Schoenstedt, L. J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal Of Research, 6(2), 39-44. Li, R. (2016). Good luck have fun: The rise of esports. New York, NY: Skyhorse Publishing, Inc.
  • Linscott, G. (2017). The first esports travel agency: Another milestone, [Online] Available: https://esportsedition.com/general/esports-travel-growth/
  • Lokhman, N., Karashchuk, O., & Kornilova, O. (2018). Analysis of esports as a commercial activity. Journal: Problems and Perspectives in Management, 16(1), 207-213.
  • Marković, S. (2012). Components of aesthetic experience: aesthetic fascination, aesthetic appraisal, and aesthetic emotion. i-Perception, 3(1), 1-17. McTee, M. (2014). E-sports: More than just a fad. Oklahoma Journal of Law and Technology, 10(1), 1-27.
  • Newzoo (2016). Global e-sport market report. [Online] Available: https://newzoo.com/insights/articles/global-esports-market-report-revenues-to-jump-to-463-million-in-2016-as-us-leads-the-way/
  • Newzoo (2018). Global games market report 2018. [Online] Available:https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2018-light-version/
  • Oakley, J. (2018). Why a travel and hospitality team is crucial for esports. [Online] Available:http://sportstravelmagazine.com/why-a-travel-and-hospitality-team-is-crucial-for-esports/
  • OGCIO (2017). The Office of the Government Chief Information Officer (OGCIO) Report on Promotion of E-sports Development in Hong Kong. [Online] Available: https://www.ogcio.gov.hk/en/news/publications/doc/EN_e-sports_report.pdf
  • Palmer, C. (2005). An ethnography of Englishness: Experiencing identity through tourism. Annals of Tourism Research, 32(1), 7-27.
  • Parry, J. (2018). E-sports are Not Sports. Sport, Ethics and Philosophy, 1–16. https://doi.org/10.1080/17511321.2018.1489419
  • Parshakov, P., & Oskolkova M. (2016). Success in eSports: Does Country Matter?. SSRN Scholarly Paper 2662343. [Online] Available: http://papers.ssrn.com/abstract=2662343
  • Peša, A. R., Čičin-Šain, D., & Blažević, T. (2017). New business model in the growing e-sports industry. Business Excellence, 11(2), 121-132.
  • Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review, 76(4), 97-105.
  • Pine, B. J., & Gilmore, J. H. (1999). The experience economy: Work is theatre and every business a stage. Boston, MA: Harvard Business Press.
  • Pine, B. J., & Gilmore, J. H. (2011). The experience economy (Update edition). Boston, MA: Harvard Business Press.
  • Pizzo, A. D., Baker, B. J., Na, S., Lee, M. A., Kim, D., & Funk, D. C. (2018). eSport vs. sport: A comparison of spectator motives. Sport Marketing Quarterly, 27(2), 108-123.
  • Quadri-Felitti, D., & Fiore, A. M. (2012). Experience economy constructs as a framework for understanding wine tourism. Journal of Vacation Marketing, 18(1), 3-15.
  • Quinn, S. (2017). What are they thinking? Esports is not a game for the Hong Kong Tourism Board to play. [Online] Available: https://www.scmp.com/sport/hong-kong/article/2100854/what-are-they-thinking-esports-not-game-hong-kong-tourism-board-play
  • Schubert, M., Drachen, A. & Mahlmann, T. (2016). Esports analytics through encounter detection. In Sloan, M. I. T (Ed.), Proceedings of the MIT Sloan Sports Analytics Conference, 2016, Boston, USA.
  • Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29(13-14), 1542-1560.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264-272.
  • Šimková, E., & Holzner, J. (2014). Motivation of tourism participants. Procedia-Social and Behavioral Sciences, 159, 660-664.
  • Statista (2018). eSports market - Statistics & Facts. [Online] Available: https://www.statista.com/topics/3121/esports-market/
  • Stewart, J. (2017). Why esports are real sports: Video gamers' talents compare with those of athletes and their tournaments rival viewing figures of sport events. [Online] Available:https://www.dailymail.co.uk/sport/esports/article-4812762/Why-esports-real-sports.html
  • Tan, D. N. (2018). Owning the world’s biggest esport: Intellectual property and Dota. Harvard Journal of Law & Technology, 31(2), 965-989.
  • Thiborg, J. (2009). ESport and governering bodies – An outline for a research project and preliminary results. In: Kultur-Natur conference, Norrköping. Available: http://muep.mau.se/handle/2043/10746
  • Toffler, Al. (1970) Future shock. New York, NY: Random House.
  • Trauer, B. (2006). Conceptualizing special interest tourism—frameworks for analysis. Tourism Management, 27(2), 183-200.
  • Urry, J., & Rojek, C. (Eds.). (1997). Touring cultures: transformations of travel and theory. London: Routledge.
  • Wagner, M. (2006). On the scientific relevance of eSport. In J. Arreymbi, V.A. Clincy, O.L. Droegehorn, S. Joan, M.G. Ashu, J.A. Ware, S. Zabir & H.R. Arabnia (Eds.), Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development (pp. 437-440), CSREA Press, Las Vegas, NV.
  • Wagner, M. (2007). Competing in metagame space – eSports as the first professionalized computer metagame. In F. von Borries, S. Walz, U. Brinkmann, & M. Böttger (Eds.), Space time play – Games, architecture, and urbanism (pp. 182–185). Basel, CHE: Birkhäuser.
  • Yenişehirlioğlu, E., Erdoğan, Ç. Şahin, S. & Ulama, Ş. (2018). A conceptional research on determining the tourism potential of electronic sports events: E-sports tourism. The Journal of Kesit Academy, 4(16), 341-353.
  • Yu, H. (2018). Game On: The Rise of the eSports Middle Kingdom. Media Industries Journal, 5(1), 88-105.
Toplam 70 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Turizm (Diğer)
Bölüm Özgün Bilimsel Makale
Yazarlar

Sebahattin Emre Dilek 0000-0001-7830-1928

Yayımlanma Tarihi 27 Haziran 2019
Gönderilme Tarihi 11 Şubat 2019
Yayımlandığı Sayı Yıl 2019 Cilt: 3 Sayı: 1

Kaynak Göster

APA Dilek, S. E. (2019). E-Sport Events within Tourism Paradigm: A Conceptual Discussion. International Journal of Contemporary Tourism Research, 3(1), 12-22. https://doi.org/10.30625/ijctr.525426

Cited By