<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.4 20241031//EN"
        "https://jats.nlm.nih.gov/publishing/1.4/JATS-journalpublishing1-4.dtd">
<article  article-type="reviewer-report"        dtd-version="1.4">
            <front>

                <journal-meta>
                                                                <journal-id>intjscs</journal-id>
            <journal-title-group>
                                                                                    <journal-title>International Journal of Sport Culture and Science</journal-title>
            </journal-title-group>
                            <issn pub-type="ppub">2148-1148</issn>
                                                                                                        <publisher>
                    <publisher-name>Uluslararası Bilim Kültür ve Spor Derneği (UBİKS)</publisher-name>
                </publisher>
                    </journal-meta>
                <article-meta>
                                        <article-id/>
                                                                                                                                                                                            <title-group>
                                                                                                                                                            <article-title>Development of e-Sport in Turkey and in the World</article-title>
                                                                                                    </title-group>
            
                                                    <contrib-group content-type="authors">
                                                                        <contrib contrib-type="author">
                                                                <name>
                                    <surname>Ayar</surname>
                                    <given-names>Harun</given-names>
                                </name>
                                                            </contrib>
                                                                                </contrib-group>
                        
                                        <pub-date pub-type="pub" iso-8601-date="20180330">
                    <day>03</day>
                    <month>30</month>
                    <year>2018</year>
                </pub-date>
                                        <volume>6</volume>
                                        <issue>1</issue>
                                        <fpage>95</fpage>
                                        <lpage>102</lpage>
                        
                        <history>
                                    <date date-type="received" iso-8601-date="20180206">
                        <day>02</day>
                        <month>06</month>
                        <year>2018</year>
                    </date>
                                                    <date date-type="accepted" iso-8601-date="20180312">
                        <day>03</day>
                        <month>12</month>
                        <year>2018</year>
                    </date>
                            </history>
                                        <permissions>
                    <copyright-statement>Copyright © 2013, International Journal of Sport Culture and Science</copyright-statement>
                    <copyright-year>2013</copyright-year>
                    <copyright-holder>International Journal of Sport Culture and Science</copyright-holder>
                </permissions>
            
                                                                                                                        <abstract><p>The extraordinary development of technology has causedto emerge some new improvements by affecting sportfield as it has affected the other fields. The world which has become the hugemarket economically with the effects ofglobalization expanded including the-Sport with the developing of informationand communication technologies. One of the developments related to the sport field is e-Sport. The history of e-Sportdating back 1970s in the world has started to build a foundation in Turkey’s 2000s years. Although plenty of e-Sportplayers take part in the international contests in the national level, the studies related to the e-Sport and thedevelopments of e-Sport between the countries are very few in the world, andscarcely any in Turkey. Sport hasincreased the capacity of viewers and being a big sector. Therefore, comparingthe situation and improvement of e-Sport both in Turkey and the world is themain goal of this research. The research carried out as part of a scan studymodel. It has been done to understand the situation of our country in thisfield, and how to ameliorate it by considering the last improvements of e-Sportin Turkey and the world.</p></abstract>
                                                            
            
                                                                                        <kwd-group>
                                                    <kwd>E-Sport</kwd>
                                                    <kwd>  Digital Gaming</kwd>
                                                    <kwd>  Cybersports</kwd>
                                                    <kwd>  Competitive Gaming</kwd>
                                            </kwd-group>
                            
                                                                                                                                                    </article-meta>
    </front>
    <back>
                            <ref-list>
                                    <ref id="ref1">
                        <label>1</label>
                        <mixed-citation publication-type="journal">Baker S (2016). Stewart brand recalls first ‘SpaceWar’ video game tournament. Retrieved from; http://www.rollingstone.com/culture/news/stewart-brand-recalls-first-spacewarvideo- game-tournament-20160525</mixed-citation>
                    </ref>
                                    <ref id="ref2">
                        <label>2</label>
                        <mixed-citation publication-type="journal">Coakley (2008). Sports in society: Issues and controversies (10th ed.).New York, NY: McGraw-Hill</mixed-citation>
                    </ref>
                                    <ref id="ref3">
                        <label>3</label>
                        <mixed-citation publication-type="journal">Darendeli T (2015).Türkiye’de eSpor http://dijitalsporlar.com/makaleler/turkiyede-espor, Date received; 23.01.2018.</mixed-citation>
                    </ref>
                                    <ref id="ref4">
                        <label>4</label>
                        <mixed-citation publication-type="journal">e-Sport Earnings (2000). Overall e-Sport Stats for 2000.Retrieved from http://www.esport searnings.com/history/2000/top_players</mixed-citation>
                    </ref>
                                    <ref id="ref5">
                        <label>5</label>
                        <mixed-citation publication-type="journal">GeForce (2015). League of Legends. Retrieved from http://www.geforce.com/games-applications/pc-games/league-of-legends</mixed-citation>
                    </ref>
                                    <ref id="ref6">
                        <label>6</label>
                        <mixed-citation publication-type="journal">Heaven D (2014). E-Sport: Pro video gaming explodes with big prize pots. New Scientist. Retrieved from http://www.newscientist.com/article/mg22329823.900-e-Sport-pro-video-gaming-explodes-with-big-prize-pots.html#.VR9OzeEyRxI</mixed-citation>
                    </ref>
                                    <ref id="ref7">
                        <label>7</label>
                        <mixed-citation publication-type="journal">Huhh JS (2007). PC bang Inc. The culture and business of PC bangs in Korea. The Culture and Business of PC bangs in Korea SSRN. Retrieved at https://papers.ssrn.com/sol3/papers.cfm?abstract_id=975171.</mixed-citation>
                    </ref>
                                    <ref id="ref8">
                        <label>8</label>
                        <mixed-citation publication-type="journal">Jenny S, Manning RD, Keiper MC, Olrich TW (2016). Virtual(ly) athletes: Where e-Sport fit within the definition of &quot;sport&quot;. Quest.DOI:10.1080/00336297.2016.1144517.</mixed-citation>
                    </ref>
                                    <ref id="ref9">
                        <label>9</label>
                        <mixed-citation publication-type="journal">Jin D (2010). E-Sport and television business in the digital economy. In D.Jin (ed.), Korea’s online gaming empire (pp.59–79).Cambridge, MA: MIT Press.</mixed-citation>
                    </ref>
                                    <ref id="ref10">
                        <label>10</label>
                        <mixed-citation publication-type="journal">Kalle J, Jesper T (2010). Electronic sport and its impact on future sport, Sport in Society, 13:2, 287-299, DOI:10.1080/17430430903522996</mixed-citation>
                    </ref>
                                    <ref id="ref11">
                        <label>11</label>
                        <mixed-citation publication-type="journal">Kim Y, Ross SD (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing &amp; Sponsorship, 8(1), 34.</mixed-citation>
                    </ref>
                                    <ref id="ref12">
                        <label>12</label>
                        <mixed-citation publication-type="journal">Knox M (1999).“The Sport of Computer Gaming”, 3DActionPlanet, 1999 [Online] Available at http://www.3dactionplanet.com/features/editorials/sport/</mixed-citation>
                    </ref>
                                    <ref id="ref13">
                        <label>13</label>
                        <mixed-citation publication-type="journal">Kushner D (2004). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House Trade Paperbacks.</mixed-citation>
                    </ref>
                                    <ref id="ref14">
                        <label>14</label>
                        <mixed-citation publication-type="journal">O’Neill PH (2014).Twitch dominated streaming in 2013, and here are the numbers to prove it. Retrieved from https://dote-Sport.com/league-of-legends/twitch-growth-e-Sport-stream ing-mlg-youtube-2013-90</mixed-citation>
                    </ref>
                                    <ref id="ref15">
                        <label>15</label>
                        <mixed-citation publication-type="journal">Players Guide to Electronic Science Fiction Games (1982). Electronic Games, 35–45.Retrieved from https://archive.org/stream/electronic-games-magazine-1982-03/Elec tronic_Games_Issue_02_Vol_01_02_1982_Mar#page/n35/mode/1up</mixed-citation>
                    </ref>
                                    <ref id="ref16">
                        <label>16</label>
                        <mixed-citation publication-type="journal">Samur S (2018).Bilgi Çağında Spor Yönetimi, Gazi Yayınevi, Ankara, 1.Basım.</mixed-citation>
                    </ref>
                                    <ref id="ref17">
                        <label>17</label>
                        <mixed-citation publication-type="journal">Segal D (2014). Behind League of Legends, E-Sport’s main attraction. New York Times. Retrieved from http://www.nytimes.com/2014/10/12/technology/riot-games-league-of-legends-main-attraction-e-Sport.html</mixed-citation>
                    </ref>
                                    <ref id="ref18">
                        <label>18</label>
                        <mixed-citation publication-type="journal">Southern N (2017).The rise of e-Sport: A new audience model and a new medium?, B.A.Camdidate, Department of Mathematics, California State University Staniaslaus, 1 University Circle, Turlock, CA, 95382.</mixed-citation>
                    </ref>
                                    <ref id="ref19">
                        <label>19</label>
                        <mixed-citation publication-type="journal">Suits B (2007). The elements of sport. In W.J.Morgan (Ed.), Ethics in sport (pp.9–19).Champaign, IL: Human Kinetics.</mixed-citation>
                    </ref>
                                    <ref id="ref20">
                        <label>20</label>
                        <mixed-citation publication-type="journal">The Frag Diary (1997). [Online] Available at:http://bluesnews.com/articles/thefrag .html</mixed-citation>
                    </ref>
                                    <ref id="ref21">
                        <label>21</label>
                        <mixed-citation publication-type="journal">The OGA (1999).[Online] Available at:http://www.eurogamer.net/article.php?Article_id=105</mixed-citation>
                    </ref>
                                    <ref id="ref22">
                        <label>22</label>
                        <mixed-citation publication-type="journal">Twitch (2016). Retrieved from https://www.twitch.tv/p/about</mixed-citation>
                    </ref>
                                    <ref id="ref23">
                        <label>23</label>
                        <mixed-citation publication-type="journal">Üçüncüoğlu M, Çakır VO (2017). Modern Spor Kulüplerinin Espor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma.İnönü Üniversitesi, Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34-47.</mixed-citation>
                    </ref>
                                    <ref id="ref24">
                        <label>24</label>
                        <mixed-citation publication-type="journal">Wagner MG (2006).On The Scientific Relevance of e-Sport. Department for Interactive Media and Educational Technology Danube University Krems, 3500 Krems, Austria, https://www.researchgate.net/publication/220968200</mixed-citation>
                    </ref>
                                    <ref id="ref25">
                        <label>25</label>
                        <mixed-citation publication-type="journal">Welch T (2002).“The History of the CPL”, Cyberathlete Professional League, [Online] Available at http://www.thecpl.com/league/?p=history</mixed-citation>
                    </ref>
                            </ref-list>
                    </back>
    </article>
