Derleme
BibTex RIS Kaynak Göster
Yıl 2020, Cilt: 8 Sayı: 4, 335 - 344, 13.12.2020

Öz

Kaynakça

  • Chan, M.T., Chan, C.W. & Gelowitz, C. (2015). Development of a car racing simulator game using artificial ıntelligence techniques. International Journal of Computer Games Technology, https://doi.org/10.1155/2015/839721
  • eNascar. (2020). “eNascar iRacing pro invitational series. https://www.enascar.com/iracing-pro-invitational-series/
  • Fazteus, (2020). Retrieved from https://www.facteus.com/reports/first-report-7-15-2020/
  • Formula 1 Virtual Grand Prix Series. (2020). Formula 1 virtual grand prix series. Retrieved from, https://www.formula1.com/en/latest/article.formula-1-virtual-grand-prix-series-achieves-record-breaking-viewership.7bv94UJPCtxW0L5mwTxBHk.html.
  • FİFA. (2020). FİFA Covid-19 relief plan. Retrieved from, https://www.fifa.com/who-we-are/news/fifa-council-unanimously-approves-covid-19-relief-plan
  • Grossobel, S. (2020). Esports & the global pandemic. The National Law Review. 10(197).
  • Gu, W. (2020). COVID-19’s impact on the mobile games market: consumer engagement spikes as revenues exceed $77 billion in 2020. Newzoo. Retrieved from, https://newzoo.com/insights/articles/mobile-games-market-engagement-revenues-covid-19-gaming/
  • Hull, J.H., Loosemore, M. & Schwellnus, M. (2020). Respiratory health in athletes: facing the Covid-19 challenge. Spotlight, 8(6), 557-558.
  • Jackson, J. (2020). What Gamers are playing & watching during the coronavirus lockdown: player share & viewership spikes for games & genres. Newzoo Retrieved from, https://newzoo.com/insights/articles/games-gamers-are-playing-watching-during-coronavirus-covid19-lockdown-quarantine/
  • King, D. L., Delfabbro, P. H., Billieux, J. & Potenza, N. (2020). Problematic online gaming and the COVID-19 pandemic. Journal of Behavioral Addictions. DOI: 10.1556/2006.2020.00016
  • Newzoo, (2020a). Retrieved from, https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/
  • Newzoo. (2020b). Retrieved from, https://newzoo.com/insights/articles/esports-market-revenues-2020-2021-impact-of-covid-19-media-rights-sponsorships-tickets/
  • NBA2K. (2020). NBA2K 20 Players tournament. Retrieved from, https://nba.2k.com/2k20/en-US/news/first-ever-nba-2k-players-tournament/
  • NFL. (2020). The Checkdown NFL Madden 20 Tournament. Retrieved from, https://www.nfl.com/
  • Nicola, M., Alafi, Z., Sohrabi, C., Kerwan, A., Al-Jabir, Iosifidis, C., Agha, M. & Agha, R. (2020). Thesocio-economic implications of the coronavirus pandemic (COVID-19): A review. International Journal of Surgery, 78, 185-193.
  • Paiva, D. (2015). Experiencing virtual places: insights on the geographies of sim racing. Journal of Cultural Geography, 32 (2), 145–168.
  • Parnell, D., Widdop, P., Bond, A. & Wilson, R. (2020). COVID-19, networks and sport. Managing Sport and Leisure, https://doi.org/10.1080/23750472.2020.1750100
  • Premier League, (2020). ePremier league ınvitational tournament. Retrieved from, https://www.premierleague.com/news/1663986?sf233520576=1
  • Research and Markets, (2020). Smartphone/Tablet games global market report 2020-30: covıd-19 ımplications and growth. Retrieved from, https://www.researchandmarkets.com/reports/5023193/smartphonetablet-games-global-market-report 2020?utm_source=dynamic&utm_medium=BW&utm_code=8kf8mh&utm_campaign=1403936+-+Global+Smartphone%2fTablet+Games+Market+2020-2030+with+a+COVID-19+Revised+Outlook&utm_exec=joca220bwd
  • Rietkerk, R. (2020). Newzoo adjusts esports forecast further in wake of the ongoing COVID-19 pandemic. Retrieved from, https://newzoo.com/insights/articles/esports-market-revenues-2020-2021-impact-of-covid-19-media-rights-sponsorships-tickets/
  • Rubleske,J., Fletcher, T. & Westerfeld, B. (2020). E-Sports analytics: a primer and resource for student research projects and lesson plans. Journal of Instructional Pedagogies,23.
  • TESFED. (2020). Retrieved from, http://tesfed.gov.tr/Sayfalar/3082/3081/moba.aspx.
  • Republic of Turkey, Ministry of Health. (2020). What is Covid-19 (New coronavirus disease)?. Retrieved from, https://covid19bilgi.saglik.gov.tr/tr/covid-19-yeni-koronavirus-hastaligi-nedir.html
  • Türkmen, M. & Özsarı, A. (2020). Covid-19 salgını ve spor sektörüne etkileri. International Journal of Sport Culture and Science, 8(2), 55-67.
  • United Nations Developmant Programme, (2020). Covid-19 socio-economic impact. Retrieved from, https://www.undp.org/content/undp/en/home/coronavirus/socio-economic-impact-of-covid-19.html
  • WHO, (2020). WHO coronavirus disease (covıd-19) dashboard. Retrieved from, https://covid19.who.int/
  • Wijman, T. (2020). The World’s 2.7 billion gamers will spend $159.3 billion on games in 2020; the market will surpass $200 billion by 2023. Newzoo. Erişim adresi, https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/
  • 24 Hours of Le Mans Virtual. (2020). The Ultimate esports endurance race. Retrieved from, https://24virtual.lemansesports.com/.

The Effect of Covid-19 Pandemic on Digital Games and eSports

Yıl 2020, Cilt: 8 Sayı: 4, 335 - 344, 13.12.2020

Öz

The period of pandemic caused by Covid-19 virus has affected the whole world. During this time, people had to spend a long time in their houses with various restrictions such as quarantine periods, travel restrictions between cities or countries. In this process, digitalization has gained momentum in daily life; especially digital games have been an important tool for people to spend time. Accordingly, it is thought that the digital game and eSports industry has been affected by this situation in various ways. The aim of this research is to make a review by examining the effects of Covid-19 pandemic on digital games and eSports in the light of various sources and data. As a result of the research, it has been found that the digital game industry has been positively affected especially in the economic sense. eSports sector, on the other hand, has been adversely affected in the economic sense since the pre-determined organizations have not been implemented. In this period, the digital game area that has attracted attention with its development has been mobile games. In the eSports area, sim racing games and organizations have attracted a lot of attention.

Kaynakça

  • Chan, M.T., Chan, C.W. & Gelowitz, C. (2015). Development of a car racing simulator game using artificial ıntelligence techniques. International Journal of Computer Games Technology, https://doi.org/10.1155/2015/839721
  • eNascar. (2020). “eNascar iRacing pro invitational series. https://www.enascar.com/iracing-pro-invitational-series/
  • Fazteus, (2020). Retrieved from https://www.facteus.com/reports/first-report-7-15-2020/
  • Formula 1 Virtual Grand Prix Series. (2020). Formula 1 virtual grand prix series. Retrieved from, https://www.formula1.com/en/latest/article.formula-1-virtual-grand-prix-series-achieves-record-breaking-viewership.7bv94UJPCtxW0L5mwTxBHk.html.
  • FİFA. (2020). FİFA Covid-19 relief plan. Retrieved from, https://www.fifa.com/who-we-are/news/fifa-council-unanimously-approves-covid-19-relief-plan
  • Grossobel, S. (2020). Esports & the global pandemic. The National Law Review. 10(197).
  • Gu, W. (2020). COVID-19’s impact on the mobile games market: consumer engagement spikes as revenues exceed $77 billion in 2020. Newzoo. Retrieved from, https://newzoo.com/insights/articles/mobile-games-market-engagement-revenues-covid-19-gaming/
  • Hull, J.H., Loosemore, M. & Schwellnus, M. (2020). Respiratory health in athletes: facing the Covid-19 challenge. Spotlight, 8(6), 557-558.
  • Jackson, J. (2020). What Gamers are playing & watching during the coronavirus lockdown: player share & viewership spikes for games & genres. Newzoo Retrieved from, https://newzoo.com/insights/articles/games-gamers-are-playing-watching-during-coronavirus-covid19-lockdown-quarantine/
  • King, D. L., Delfabbro, P. H., Billieux, J. & Potenza, N. (2020). Problematic online gaming and the COVID-19 pandemic. Journal of Behavioral Addictions. DOI: 10.1556/2006.2020.00016
  • Newzoo, (2020a). Retrieved from, https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/
  • Newzoo. (2020b). Retrieved from, https://newzoo.com/insights/articles/esports-market-revenues-2020-2021-impact-of-covid-19-media-rights-sponsorships-tickets/
  • NBA2K. (2020). NBA2K 20 Players tournament. Retrieved from, https://nba.2k.com/2k20/en-US/news/first-ever-nba-2k-players-tournament/
  • NFL. (2020). The Checkdown NFL Madden 20 Tournament. Retrieved from, https://www.nfl.com/
  • Nicola, M., Alafi, Z., Sohrabi, C., Kerwan, A., Al-Jabir, Iosifidis, C., Agha, M. & Agha, R. (2020). Thesocio-economic implications of the coronavirus pandemic (COVID-19): A review. International Journal of Surgery, 78, 185-193.
  • Paiva, D. (2015). Experiencing virtual places: insights on the geographies of sim racing. Journal of Cultural Geography, 32 (2), 145–168.
  • Parnell, D., Widdop, P., Bond, A. & Wilson, R. (2020). COVID-19, networks and sport. Managing Sport and Leisure, https://doi.org/10.1080/23750472.2020.1750100
  • Premier League, (2020). ePremier league ınvitational tournament. Retrieved from, https://www.premierleague.com/news/1663986?sf233520576=1
  • Research and Markets, (2020). Smartphone/Tablet games global market report 2020-30: covıd-19 ımplications and growth. Retrieved from, https://www.researchandmarkets.com/reports/5023193/smartphonetablet-games-global-market-report 2020?utm_source=dynamic&utm_medium=BW&utm_code=8kf8mh&utm_campaign=1403936+-+Global+Smartphone%2fTablet+Games+Market+2020-2030+with+a+COVID-19+Revised+Outlook&utm_exec=joca220bwd
  • Rietkerk, R. (2020). Newzoo adjusts esports forecast further in wake of the ongoing COVID-19 pandemic. Retrieved from, https://newzoo.com/insights/articles/esports-market-revenues-2020-2021-impact-of-covid-19-media-rights-sponsorships-tickets/
  • Rubleske,J., Fletcher, T. & Westerfeld, B. (2020). E-Sports analytics: a primer and resource for student research projects and lesson plans. Journal of Instructional Pedagogies,23.
  • TESFED. (2020). Retrieved from, http://tesfed.gov.tr/Sayfalar/3082/3081/moba.aspx.
  • Republic of Turkey, Ministry of Health. (2020). What is Covid-19 (New coronavirus disease)?. Retrieved from, https://covid19bilgi.saglik.gov.tr/tr/covid-19-yeni-koronavirus-hastaligi-nedir.html
  • Türkmen, M. & Özsarı, A. (2020). Covid-19 salgını ve spor sektörüne etkileri. International Journal of Sport Culture and Science, 8(2), 55-67.
  • United Nations Developmant Programme, (2020). Covid-19 socio-economic impact. Retrieved from, https://www.undp.org/content/undp/en/home/coronavirus/socio-economic-impact-of-covid-19.html
  • WHO, (2020). WHO coronavirus disease (covıd-19) dashboard. Retrieved from, https://covid19.who.int/
  • Wijman, T. (2020). The World’s 2.7 billion gamers will spend $159.3 billion on games in 2020; the market will surpass $200 billion by 2023. Newzoo. Erişim adresi, https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/
  • 24 Hours of Le Mans Virtual. (2020). The Ultimate esports endurance race. Retrieved from, https://24virtual.lemansesports.com/.
Toplam 28 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor Hekimliği
Bölüm Makaleler
Yazarlar

Ahmet Emre Fakazlı

Yayımlanma Tarihi 13 Aralık 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 8 Sayı: 4

Kaynak Göster

APA 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.
IntJSCS is published by International Science Culture and Sport Association (ISCSA).