Araştırma Makalesi
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SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ

Yıl 2024, Cilt: 10 Sayı: 2, 151 - 173, 31.12.2024

Öz

Bu araştırma, Ankara Üniversitesi ve Yozgat Bozok Üniversitesi Spor Bilimleri Fakültelerinde görevli 27-45 yaş aralığındaki 6 erkek ve 4 kadın toplam 10 akademisyenin espora yönelik görüş ve tutumlarını incelemiştir. Nitel araştırma yönteminin kullanıldığı çalışmada, literatür incelemesi ve uzman görüşleri doğrultusunda oluşturulan sorular katılımcılara iletilmiştir. Görüşmeler yüz yüze ve gönüllülük esasına dayalı olarak gerçekleştirilmiş, cevaplar ses kayıt cihazıyla kaydedilip deşifre edilmiştir. Veriler nitel analiz programına aktarılarak tema ve kodlamalar oluşturulmuş, bulgular görsel çıktılarla sunulmuştur. Sonuçlara göre, katılımcılar espora, ekonomik özellikleri ve sunduğu yeni kariyer fırsatları açısından yüksek potansiyele sahip bir alan olarak bakmışlardır. Ancak, esporun bir spor branşı olup olmadığı konusunda katılımcılar arasında fikir birliği sağlanamamıştır. Bunun nedeni olarak, esporun fiziksel aktivite eksikliği veya geleneksel spor branşlarında olduğu gibi ön planda olmaması gösterilmiştir. Katılımcılar, esporun analitik düşünme, planlama ve taktik geliştirme gibi zihinsel gelişime katkı sağladığını vurgulamışlardır. Bu araştırma, spor bilimleri alanında gelecekte yapılacak çalışmalara kaynak oluşturabilecek nitelikte olup, esporun ülkemizdeki gelişimine katkı sağlayabilecek akademik görüşler sunmaktadır.

Etik Beyan

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Destekleyen Kurum

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Teşekkür

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Kaynakça

  • Akgöl, Y. (2019). Türkiye'de e-spor alanında yapılan akademik çalışmalar üzerine bir değerlendirme. Spor Bilimleri Araştırmaları Dergisi, 4(1), 145-158.
  • Aksoy, T. (2014). The rise of e-Sports in Turkey: A qualitative study. International Journal of Gaming and Computer-Mediated Simulations, 6(3), 24-38.
  • Arastaman, G., Fidan, İ. Ö., Fidan, T. (2018). Nitel araştırmada geçerlik ve güvenirlik: Kuramsal bir inceleme. Van Yüzüncü Yıl Üniversitesi Eğitim Fakültesi Dergisi, 15(1), 37-75.
  • Argan, M., Argan, M. T., Köse, H., Gökalp, B. (2013). Using Facebook as a sport marketing tool: A content analysis on Turkish soccer clubs. İnternet Uygulamaları ve Yönetimi Dergisi, 4(1), 25–35.
  • Arslan, E. (2022). Nitel Araştırmalarda Geçerlilik ve Güvenilirlik. Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (51), 395-407.
  • Arslan, S., Bulut, M. (2021). Spor Bilimleri Alanı Akademisyenlerinin E-Spora Bakış Açılarının İncelenmesi. OPUS International Journal of Society Researches, 18(41), 3448-3470
  • Baker, T. (2016). The growth of e-Sports and its impact on the video game industry. Business Horizons, 59(6), 711-718
  • Bhattacharya, K. (2017). Fundamentals of qualitative research: A practical guide. Taylor , Francis.
  • Binark, M. (2007). Dijital oyun kültürü ve dijital oyun oynayan gençlerin sosyo-kültürel profilleri. Ankara: Kültür ve Turizm Bakanlığı Yayınları.
  • Bonemark, C. (2013). The rise of e-Sports: Competitive video gaming and its evolution. International Journal of Gaming and Computer-Mediated Simulations, 5(2), 1-16.
  • Brown, K. A., Billings, A. C., Murphy, B., Puesan, L. (2018). Intersections of fandom in the age of interactive media: e-Sports, gaming, and traditional sport. Communication , Sport, 6(4), 538-558.
  • Burns, E. (2014). The rise of competitive gaming: An analysis of the emerging e-Sports industry. International Journal of Sport Management and Marketing, (15), 299-317.
  • Chmiliar, L. (2010). Qualitative research methods. Sage Publications.
  • Creswell, J. W. (2007). Qualitative inquiry , research design: Choosing among five approaches (2nd ed.). Sage Publications.
  • Creswell, J. W. (2013). Qualitative inquiry and research design; Choosing among five approaches (3rd ed.). Sage Publications.
  • Fizi, R. M., Suherman, W. S., Nanda, F. A. (2021). Is e-sport a part of sports?. Jurnal Sportıf : Penelitian Pembelajaran, 7(2), 147-158.
  • Funk, D. C., Pizzo, A. D., Baker, B. J. (2018). e-Sport management: Embracing e-Sport education and research opportunities. Sport Management Review, 21(1), 7-13.
  • Gerring, J. (2007). Case Study Research: Principles and Practices. Cambridge University Press.
  • Hamari, J., Sjöblom, M. (2017). What is e-Sports and why do people watch it? Internet Research, 27(2), 211-232.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., Olrich, T. W. (2017) Vitual(ly) Athletes: “Where E-Ports the Definition of ‘Sport”. Quest 69(1), 1-18.
  • Jonasson, K. (2016). Broadband and circuits: the place of public gaming in the history of sport. Sport, Ethics and Philosophy, 10(1), 28-41.
  • Karaç Öcal, Y., Araç Ilgar, E. (2022). An Overview of Digital Games from AthletesStudents Perspective, international Journal of Education Technology and Scientific Researches, 7(19), 1747-1778.
  • Ke, M. M., Wagner, M. (2020). Expanding sports fan communities through e-Sports. Sport, Business and Management: An International Journal, 10(5), 595-615
  • King, B., Borland, J. (2004). Dungeons and dreamers: The rise of computer game culture from geek to chic. McGraw-Hill/Osborne.
  • Klenke, K. (2016). Qualitative research in the study of leadership (2nd ed.). Emerald Group Publishing.
  • Klomtooksing, P., Sriphaew, K. (2021). Factors influencing e-Sports viewership and participation in Thailand. ICIC Express Letters, 15(5), 499-506.
  • Korea E-Sports Association. (2011). E-Sports industry trends and market analysis in Korea. Seoul: Korea E-Sports Association.
  • Lal, R. (2009). Emergence of e-Sports: Its history and trajectory. Metamorphosis: A Journal of Management Research, 8(1), 88-98.
  • Libera, R. (2022). The impact of e-Sports on the video game industry. In Proceedings of the 2022 International Conference on Computer Science and Software Engineering (CSSE), 1-6,
  • Liu, L., Hodgins, J. (2018). Real-time facial animation with dynamic cooperating subspaces. IEEE Transactions on Visualization and Computer Graphics, 24(3), 1025-1034.
  • Lutfiwati, S. (2018). Memahami Kecanduan Game Online Melalui Pendekatan Neurobiologi. Journal of Sychology, 1(1), 1–16.
  • Mahlangu, V. P., Mokoena, L. K., Rathaba, M. (2022). Exploring e-Sports growth and revenue potential in South Africa. Journal of Economic and Financial Sciences, 15(1), a688.
  • Merriam, S. B. (2013). Qualitative research: A guide to design and implementation (3rd ed.). Jossey-Bass.
  • Newzoo. (2024). Global E-Sports , Live Streaming Market Report 2024. Newzoo. Pei, L. (2019). The development of e-Sports: A study on the impact of e-Sports on traditional sports. Journal of Sports Economics, 11(3), 176-190.
  • Railsback, P. B., Caporusso, N. (2018). E-Sports as a catalyst in the evolution of the entertainment industry. In Proceedings of the 51st Hawaii International Conference on System Sciences, 686-695.
  • Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management 29(13- 14), 1542-1560
  • Seo, Y. (2015). Professionalized consumption and enhanced expressivity of e-Sports. Journal of Business Research, 69(1), 225-232.
  • Shynkaruk, L. M., Bizovska, L., Leonov, S. V., Voronova, V. I. (2021). Psychological aspects of e-Sports: A systematic review. International Journal of Environmental Research and Public Health, 18(6), 3329.
  • Sintara, K., Chatwirote, U., Jaengsawang, D., Klumkool, S., Maneepark, M., Nakhanakhup, C. (2023). Unravelıng The Lınk Between Body Dıscomfort And Playıng Tıme In E-Sports Players.
  • Smith, J. D. (2019). Exploring the growth of the e-Sports industry. Sport Management Review, 22(4), 505-517.
  • Snavely, N. (2014). The rise of e-Sports and its impact on the video game industry. Entertainment and Sports Lawyer, 32(1), 1-8.
  • Statista. (2023). Global e-Sports market revenue from 2019 to 2024. https://www.statista.com/statistics/490522/global-e-Sports-market-revenue / Erişim Tarihi: 01.04.2024
  • Thiel, A., & John, J. M. (2018). Is e-Sport a ‘real’ sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311–315.
  • Thorhauer, Y., Jakob, A., Ratz, M. (2018). E-Sport–Skizze eines neuen Forschungsfeldes. In Compliance im Sport, Springer Gabler, Wiesbaden. 105-126.
  • Wagner, M. W. (2006). On the Scientific Relevance of e-Sports. In International conference on internet computing. International conference on internet computing, 437-442. Nevada: CSREA Press.
  • Wang, J. J., Hulland, J. (2020). The impact of e-Sports spectating on game sales. Journal of Interactive Marketing, (52), 97-110.
  • Wolf, M. J. P. (2012). Encyclopedia of video games: The culture, technology, and art of gaming. ABC-CLIO.
  • Yıldırım, M., Şimşek, B. (2022). Spor Bilimleri Fakültesi Öğrencilerinin Dijital Oyun Oynama Motivasyonu düzeylerinin İncelenmesi. Internetional Social Sciences Studies Journal, (96), 966-973.

EXAMINING THE APPROACHES OF ACADEMICIANS WORKING IN THE FACULTY OF SPORT SCIENCES TOWARDS ESPORTS

Yıl 2024, Cilt: 10 Sayı: 2, 151 - 173, 31.12.2024

Öz

This study examined the opinions and attitudes towards esports of a total of 10 academicians, 6 male and 4 female, between the ages of 27-45, working at Ankara University and Yozgat Bozok University Faculties of Sport Sciences. In the study in which qualitative research method was used, the questions formed in line with the literature review and expert opinions were communicated to the participants. Interviews were conducted face-to-face and on a voluntary basis, and the answers were recorded and transcribed with a voice recorder. The data were transferred to the qualitative analysis programme, themes and codes were created, and the findings were presented with visual outputs. According to the results, the participants viewed esports as a field with high potential in terms of its economic characteristics and the new career opportunities it offers. However, there was no consensus among the participants about whether esports is a sports branch. The reason for this was the lack of physical activity or the fact that esports is not at the forefront as in traditional sports branches. Participants emphasised that esports contributed to mental development such as analytical thinking, planning and tactical development. This research can be a source for future studies in the field of sports sciences and offers academic opinions that can contribute to the development of esports in our country.

Kaynakça

  • Akgöl, Y. (2019). Türkiye'de e-spor alanında yapılan akademik çalışmalar üzerine bir değerlendirme. Spor Bilimleri Araştırmaları Dergisi, 4(1), 145-158.
  • Aksoy, T. (2014). The rise of e-Sports in Turkey: A qualitative study. International Journal of Gaming and Computer-Mediated Simulations, 6(3), 24-38.
  • Arastaman, G., Fidan, İ. Ö., Fidan, T. (2018). Nitel araştırmada geçerlik ve güvenirlik: Kuramsal bir inceleme. Van Yüzüncü Yıl Üniversitesi Eğitim Fakültesi Dergisi, 15(1), 37-75.
  • Argan, M., Argan, M. T., Köse, H., Gökalp, B. (2013). Using Facebook as a sport marketing tool: A content analysis on Turkish soccer clubs. İnternet Uygulamaları ve Yönetimi Dergisi, 4(1), 25–35.
  • Arslan, E. (2022). Nitel Araştırmalarda Geçerlilik ve Güvenilirlik. Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (51), 395-407.
  • Arslan, S., Bulut, M. (2021). Spor Bilimleri Alanı Akademisyenlerinin E-Spora Bakış Açılarının İncelenmesi. OPUS International Journal of Society Researches, 18(41), 3448-3470
  • Baker, T. (2016). The growth of e-Sports and its impact on the video game industry. Business Horizons, 59(6), 711-718
  • Bhattacharya, K. (2017). Fundamentals of qualitative research: A practical guide. Taylor , Francis.
  • Binark, M. (2007). Dijital oyun kültürü ve dijital oyun oynayan gençlerin sosyo-kültürel profilleri. Ankara: Kültür ve Turizm Bakanlığı Yayınları.
  • Bonemark, C. (2013). The rise of e-Sports: Competitive video gaming and its evolution. International Journal of Gaming and Computer-Mediated Simulations, 5(2), 1-16.
  • Brown, K. A., Billings, A. C., Murphy, B., Puesan, L. (2018). Intersections of fandom in the age of interactive media: e-Sports, gaming, and traditional sport. Communication , Sport, 6(4), 538-558.
  • Burns, E. (2014). The rise of competitive gaming: An analysis of the emerging e-Sports industry. International Journal of Sport Management and Marketing, (15), 299-317.
  • Chmiliar, L. (2010). Qualitative research methods. Sage Publications.
  • Creswell, J. W. (2007). Qualitative inquiry , research design: Choosing among five approaches (2nd ed.). Sage Publications.
  • Creswell, J. W. (2013). Qualitative inquiry and research design; Choosing among five approaches (3rd ed.). Sage Publications.
  • Fizi, R. M., Suherman, W. S., Nanda, F. A. (2021). Is e-sport a part of sports?. Jurnal Sportıf : Penelitian Pembelajaran, 7(2), 147-158.
  • Funk, D. C., Pizzo, A. D., Baker, B. J. (2018). e-Sport management: Embracing e-Sport education and research opportunities. Sport Management Review, 21(1), 7-13.
  • Gerring, J. (2007). Case Study Research: Principles and Practices. Cambridge University Press.
  • Hamari, J., Sjöblom, M. (2017). What is e-Sports and why do people watch it? Internet Research, 27(2), 211-232.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., Olrich, T. W. (2017) Vitual(ly) Athletes: “Where E-Ports the Definition of ‘Sport”. Quest 69(1), 1-18.
  • Jonasson, K. (2016). Broadband and circuits: the place of public gaming in the history of sport. Sport, Ethics and Philosophy, 10(1), 28-41.
  • Karaç Öcal, Y., Araç Ilgar, E. (2022). An Overview of Digital Games from AthletesStudents Perspective, international Journal of Education Technology and Scientific Researches, 7(19), 1747-1778.
  • Ke, M. M., Wagner, M. (2020). Expanding sports fan communities through e-Sports. Sport, Business and Management: An International Journal, 10(5), 595-615
  • King, B., Borland, J. (2004). Dungeons and dreamers: The rise of computer game culture from geek to chic. McGraw-Hill/Osborne.
  • Klenke, K. (2016). Qualitative research in the study of leadership (2nd ed.). Emerald Group Publishing.
  • Klomtooksing, P., Sriphaew, K. (2021). Factors influencing e-Sports viewership and participation in Thailand. ICIC Express Letters, 15(5), 499-506.
  • Korea E-Sports Association. (2011). E-Sports industry trends and market analysis in Korea. Seoul: Korea E-Sports Association.
  • Lal, R. (2009). Emergence of e-Sports: Its history and trajectory. Metamorphosis: A Journal of Management Research, 8(1), 88-98.
  • Libera, R. (2022). The impact of e-Sports on the video game industry. In Proceedings of the 2022 International Conference on Computer Science and Software Engineering (CSSE), 1-6,
  • Liu, L., Hodgins, J. (2018). Real-time facial animation with dynamic cooperating subspaces. IEEE Transactions on Visualization and Computer Graphics, 24(3), 1025-1034.
  • Lutfiwati, S. (2018). Memahami Kecanduan Game Online Melalui Pendekatan Neurobiologi. Journal of Sychology, 1(1), 1–16.
  • Mahlangu, V. P., Mokoena, L. K., Rathaba, M. (2022). Exploring e-Sports growth and revenue potential in South Africa. Journal of Economic and Financial Sciences, 15(1), a688.
  • Merriam, S. B. (2013). Qualitative research: A guide to design and implementation (3rd ed.). Jossey-Bass.
  • Newzoo. (2024). Global E-Sports , Live Streaming Market Report 2024. Newzoo. Pei, L. (2019). The development of e-Sports: A study on the impact of e-Sports on traditional sports. Journal of Sports Economics, 11(3), 176-190.
  • Railsback, P. B., Caporusso, N. (2018). E-Sports as a catalyst in the evolution of the entertainment industry. In Proceedings of the 51st Hawaii International Conference on System Sciences, 686-695.
  • Seo, Y. (2013). Electronic Sports: A New Marketing Landscape of the Experience Economy. Journal of Marketing Management 29(13- 14), 1542-1560
  • Seo, Y. (2015). Professionalized consumption and enhanced expressivity of e-Sports. Journal of Business Research, 69(1), 225-232.
  • Shynkaruk, L. M., Bizovska, L., Leonov, S. V., Voronova, V. I. (2021). Psychological aspects of e-Sports: A systematic review. International Journal of Environmental Research and Public Health, 18(6), 3329.
  • Sintara, K., Chatwirote, U., Jaengsawang, D., Klumkool, S., Maneepark, M., Nakhanakhup, C. (2023). Unravelıng The Lınk Between Body Dıscomfort And Playıng Tıme In E-Sports Players.
  • Smith, J. D. (2019). Exploring the growth of the e-Sports industry. Sport Management Review, 22(4), 505-517.
  • Snavely, N. (2014). The rise of e-Sports and its impact on the video game industry. Entertainment and Sports Lawyer, 32(1), 1-8.
  • Statista. (2023). Global e-Sports market revenue from 2019 to 2024. https://www.statista.com/statistics/490522/global-e-Sports-market-revenue / Erişim Tarihi: 01.04.2024
  • Thiel, A., & John, J. M. (2018). Is e-Sport a ‘real’ sport? Reflections on the spread of virtual competitions. European Journal for Sport and Society, 15(4), 311–315.
  • Thorhauer, Y., Jakob, A., Ratz, M. (2018). E-Sport–Skizze eines neuen Forschungsfeldes. In Compliance im Sport, Springer Gabler, Wiesbaden. 105-126.
  • Wagner, M. W. (2006). On the Scientific Relevance of e-Sports. In International conference on internet computing. International conference on internet computing, 437-442. Nevada: CSREA Press.
  • Wang, J. J., Hulland, J. (2020). The impact of e-Sports spectating on game sales. Journal of Interactive Marketing, (52), 97-110.
  • Wolf, M. J. P. (2012). Encyclopedia of video games: The culture, technology, and art of gaming. ABC-CLIO.
  • Yıldırım, M., Şimşek, B. (2022). Spor Bilimleri Fakültesi Öğrencilerinin Dijital Oyun Oynama Motivasyonu düzeylerinin İncelenmesi. Internetional Social Sciences Studies Journal, (96), 966-973.
Toplam 48 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Egzersiz ve Spor Bilimleri (Diğer)
Bölüm Araştırma
Yazarlar

Seçkin Doğaner 0000-0001-9475-8338

Ömer Ünal 0000-0002-8512-287X

Yeşim Karaç Öcal 0000-0003-2754-9274

Ümran Başar Bu kişi benim 0000-0002-4468-4008

Erken Görünüm Tarihi 29 Aralık 2024
Yayımlanma Tarihi 31 Aralık 2024
Gönderilme Tarihi 6 Ağustos 2024
Kabul Tarihi 21 Ekim 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 10 Sayı: 2

Kaynak Göster

APA Doğaner, S., Ünal, Ö., Karaç Öcal, Y., Başar, Ü. (2024). SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ. Uluslararası Güncel Eğitim Araştırmaları Dergisi, 10(2), 151-173.
AMA Doğaner S, Ünal Ö, Karaç Öcal Y, Başar Ü. SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ. UGEAD - IntJCES. Aralık 2024;10(2):151-173.
Chicago Doğaner, Seçkin, Ömer Ünal, Yeşim Karaç Öcal, ve Ümran Başar. “SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ”. Uluslararası Güncel Eğitim Araştırmaları Dergisi 10, sy. 2 (Aralık 2024): 151-73.
EndNote Doğaner S, Ünal Ö, Karaç Öcal Y, Başar Ü (01 Aralık 2024) SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ. Uluslararası Güncel Eğitim Araştırmaları Dergisi 10 2 151–173.
IEEE S. Doğaner, Ö. Ünal, Y. Karaç Öcal, ve Ü. Başar, “SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ”, UGEAD - IntJCES, c. 10, sy. 2, ss. 151–173, 2024.
ISNAD Doğaner, Seçkin vd. “SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ”. Uluslararası Güncel Eğitim Araştırmaları Dergisi 10/2 (Aralık 2024), 151-173.
JAMA Doğaner S, Ünal Ö, Karaç Öcal Y, Başar Ü. SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ. UGEAD - IntJCES. 2024;10:151–173.
MLA Doğaner, Seçkin vd. “SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ”. Uluslararası Güncel Eğitim Araştırmaları Dergisi, c. 10, sy. 2, 2024, ss. 151-73.
Vancouver Doğaner S, Ünal Ö, Karaç Öcal Y, Başar Ü. SPOR BİLİMLERİ FAKÜLTESİNDE GÖREVLİ AKADEMİSYENLERİN ESPORA YÖNELİK YAKLAŞIMLARININ İNCELENMESİ. UGEAD - IntJCES. 2024;10(2):151-73.