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Dünya Çapında E-Spor Turizmi: Mevcut Durum Analizi ve Türkiye'nin Potansiyeli

Yıl 2026, Cilt: 2 Sayı: 1 , 61 - 78 , 30.03.2026
https://izlik.org/JA47GZ58WG

Öz

Amaç: Bu çalışma, e-spor turizminin küresel bir fenomen olarak nasıl evrimleştiği sorusuna yanıt aramakta ve Türkiye'nin bu gelişmekte olan pazardaki stratejik konumlandırmasını değerlendirmektedir. Araştırma, dünya genelinde e-spor turizmi gelişiminin sistematik bir analizini sağlayarak ve Türkiye'nin bu yüksek büyüme sektöründe rekabet avantajı elde etmesi için spesifik yol haritalarını belirleyerek literatürdeki bir boşluğu doldurmayı amaçlamaktadır.

Yöntem: Bu çalışma, PRISMA 2020 kılavuzlarına uygun sistematik literatür taraması ile ikincil veri tabanlı SWOT analizini birleştiren betimsel, nitel bir araştırma tasarımı kullanmaktadır. Veriler, 2020–2025 dönemi için akademik veri tabanlarından (ScienceDirect, Web of Science, Google Scholar, TR Dizin) ve sektör istihbarat platformlarından (Newzoo, Statista, DataIntelo, Nielsen Sports) toplanmıştır. Toplam 70 kaynak dahil edilmiş olup, bunların 50'si hakemli makale ve 20'si sektör raporundan oluşmaktadır. Güvenilirlik, veri kaynağı üçlemesi ve NVivo 14 kullanılarak tematik kodlama yoluyla sağlanmıştır.

Bulgular: Çalışma, e-spor turizminin niş bir alt kültürden önemli bir ekonomik segmente dönüştüğünü, piyasa değerlemelerinin 2,4 milyar ABD dolarına ulaştığını ve 2033 yılına kadar 8,2 milyar ABD doları projeksiyon öngörüldüğünü tespit etmiştir. Analiz, Türkiye'nin genç demografik yapı, stratejik coğrafi konum olarak dünya standartlarında bir havacılık merkezi ve gelişmiş dijital altyapı dahil olmak üzere önemli yapısal avantajlara sahip olduğunu ortaya koymuştur. Ancak, büyük ölçekli amaca özel tesislerin sınırlı bulunabilirliği, uluslararası katılımcılar için özel vize protokollerinin bulunmaması ve rakip destinasyonlara göre yetersiz mali teşvikler gibi kritik arz tarafı kısıtlamaları belirlenmiştir. Başarılı destinasyonların (Katowice, Singapur, Suudi Arabistan) karşılaştırmalı analizi, koordineli politika geliştirme ve stratejik altyapı yatırımının rekabetçi konumlandırmanın temel belirleyicileri olduğunu göstermiştir.

Pratik Çıkarımlar: Çalışma, politika yapıcılar ve destinasyon yöneticileri için uygulanabilir öneriler sunmaktadır: geçiş havaalanlarına yakın çok amaçlı arena geliştirme, e-spor katılımcıları için kolaylaştırılmış vize kategorilerinin uygulanması ve etkinlik organizatörleri için hedefli vergi indirimlerinin getirilmesi. Bu kanıta dayalı önlemler, Türkiye'yi bölgesel bir e-spor turizm merkezi olarak konumlandırabilirken konaklama, gastronomi ve kültürel miras sektörleri için ikincil ekonomik faydalar yaratabilir.

Özgünlük/Bilimsel Katkı: Bu çalışma, nicel piyasa verilerini nitel politika analiziyle bütünleştirerek Türkiye'nin e-spor turizmi potansiyelinin ilk sistematik SWOT tabanlı değerlendirmesini sunarak literatüre katkıda bulunmaktadır. Araştırma, e-spor turizminin dijital-özgünlü karakteristikleri ve hızlı piyasa evrimi nedeniyle farklı analitik yaklaşımlar gerektirdiğini göstererek mevcut spor turizmi çerçevelerini genişletmektedir. Bulgular, küresel e-spor olayından değer yakalamayı hedefleyen gelişmekte olan destinasyonlar için uygulanabilir bir kanıta dayalı stratejik yol haritası sağlamaktadır.

Kaynakça

  • Aktuna, H. C., & Ünlüönen, K. (2017). Yeni bir turizm çeşidi olarak elektronik spor turizmi. Gazi Üniversitesi Turizm Fakültesi Dergisi, (2), 1 15.
  • Bulut, O., Dalgıç, A., & Birdir, K. (2021). ES-tourist: A new typology for e-sports event attendees. Journal of Tourism Futures, 7(2), 189-203. https://doi.org/10.1108/JTF-12-2020-0147
  • Çetin, A., & Coşkuner, M. (2021). A conceptual overview of e-sports tourism as a new trend in the tourism industry. Journal of Management and Economic Studies, 3(2), 45-58. https://jomaes.org/index.php/jomaes/article/view/61
  • DataIntelo. (2025). Global e-sports tourism market report 2025-2033: Trends, forecasts and competitive landscape. DataIntelo Market Research.
  • Dalgıç, A., & Birdir, K. (2019). Es-tourist: Motivations and behaviours of e-sports event visitors. Anatolia: An International Journal of Tourism and Hospitality Research, 30(4), 567-580. https://doi.org/10.1080/13032917.2019.1675577
  • DemandSage. (2025). Global Esports Committed Fans Outlook 2025. DemandSage. Retrieved January 21, 2026, from https://www.demandsage.com/esports-fans-statistics
  • Dilek, S. E. (2019). E-sport events within tourism paradigm: A conceptual discussion. International Journal of Contemporary Tourism Research, 3(1), 1-15. https://doi.org/10.30625/ijctr.525426
  • Dulgaroglu, O. (2023). E-Sports events as a new trend in tourism. Journal of Global Tourism and Technology Research, 2(3), 112-125. https://doi.org/10.54493/jgttr.1220083
  • Erdoğan, Ç., Yenişehirlioğlu, E., Şahin, S., & Çetin, A. (2018). A conceptional research on determining the tourism potential of electronic sports events: E-sports tourism. Kesit Akademi Dergisi, 4(11), 45-58. https://doi.org/10.17821/kesitakademi.59824.863899
  • ESL FACEIT Group. (2023). Intel Extreme Masters Katowice 2023: Economic Impact Report. ESL Gaming. Retrieved January 21, 2026, from https://about.eslgaming.com
  • Fiske, J. (1992). The cultural economy of fandom. In L. A. Lewis (Ed.), The Adoring Audience: Fan Culture and Popular Media (pp. 30-49). Routledge.
  • Gibson, H., Kaplanidou, K., & Kang, K. (2021). Sport tourism: Concepts, theories and analyses. Journal of Sport & Tourism, 25(3), 145-162. https://doi.org/10.1080/14775085.2021.1926574
  • Gibson, H., Willming, C., & Holdnak, A. (2003). Small-scale event sport tourism: Fans as tourists. Tourism Management, 24(2), 181-190. https://doi.org/10.1016/S0261-5177(02)00064-3
  • Growth Market Reports. (2025). E-Sports Tourism Market Size, Share & Trends Analysis Report 2025-2033. Growth Market Reports.
  • Hamari, J., & Järvinen, A. (2015). Building blocks for e-sports: A conceptual framework. International Journal of Information Systems and Project Management, 3(2), 1-18.
  • Kartakoullis, N., Kriemadis, T., & Varelas, S. (2002). Strategic planning in the sport industry: The case of greece. European Sport Management Quarterly, 2(3), 238 258. https://doi.org/10.1080/16184740208721931
  • Leon, M., Hinojosa-Ramos, M. V., León-Lopez, A., Belli, S., & García, J. (2022). Esports events trend: A promising opportunity for tourism offerings. Sustainability, 14(21), 13803. https://doi.org/10.3390/su142113803
  • Liu, Y., Zheng, D., & Xu, J. (2025). Travel to reminisce esports: Effects of esports nostalgia on spectators’ psychological well-being and travel-related behaviors. Journal of Vacation Marketing. https://doi.org/10.1177/13567667251340405
  • London & Partners. (2024). League of Legends World Final 2024: Economic Impact Report. London & Partners. Retrieved January 21, 2026, from https://www.londonandpartners.com/about-us/our-annual-results
  • Masłowski, P., & Karasiewicz, T. (2021). Esports as a new trend in the tourism industry. Geography and Tourism, 3(2), 89-102. https://czasopisma.ukw.edu.pl/index.php/gat/article/view/156
  • Neus, F. (2020). Differences and similarities in motivation for offline and online esports event consumption. In T. Bäck & A. Meier-Dallach (Eds.), Event marketing in the context of higher education and professional sports (pp. 89-112). Springer. https://doi.org/10.1007/978-3-658-29262-1_6
  • Newzoo. (2023). Global Esports Market Report 2023. https://newzoo.com/insights/reports/global-esports-market-report-2023
  • Nielsen Sports. (2024). Asia-Pacific E-Sports Fan Insights 2024. Nielsen Company. Retrieved January 21, 2026, from https://www.nielsen.com
  • Pu, Y., Zhang, J., & Leung, Y. (2021). Development and validation of the e-sports event attendance motivation scale (EEAMS). Journal of Travel Research, 60(8), 1745-1761. https://doi.org/10.1177/0047287520978808
  • Qian, L., Wang, C., & Zhang, J. (2020). Development and validation of the motivation scale of esports spectatorship (MSES). International Journal of Environmental Research and Public Health, 17(21), 7971. https://doi.org/10.3390/ijerph17217971
  • Respati, A., Kusumawati, A., Yulianto, E., & Fahrudi, A. N. L. I. (2025). Exploring determinants and theoretical underpinnings of revisit intention in tourism: A PRISMA-based systematic literature review. Sustainability, 17(24), 11044. https://doi.org/10.3390/su172411044
  • Riot Games Brazil. (2023). IEM Rio 2022: Economic and social impact report. Riot Games. Retrieved January 21, 2026, from https://www.riotgames.com/pt-br/news
  • Riot Games Türkiye. (2024). Türkiye Community Events Report 2024. Riot Games. Retrieved January 21, 2026, from https://www.riotgames.com/tr/news
  • Saudi General Entertainment Authority. (2025). Esports world cup 2025: Tourism impact summary. GEA. Retrieved January 21, 2026, from https://www.gea.gov.sa/en/reports
  • Shao, Y., & Sun, Y. (2020). SWOT analysis of coastal sports tourism. Journal of Coastal Research, 112(SI), 103-105. https://doi.org/10.2112/JCR-SI112-030.1
  • Statista. (2024). E-sports market worldwide 2019-2025. Statista Research Department. Retrieved January 21, 2026, from https://www.statista.com
  • Turkish Statistical Institute. (2024). Youth Statistics 2024. TÜİK. Retrieved January 21, 2026, from https://www.tuik.gov.tr
  • Thompson, J., Taheri, B., & Scheuring, F. (2022). Developing esport tourism through fandom experience at in-person events. Tourism Management, 91, 104531. doi: 10.1016/j.tourman.2022.104531

E-Sports Tourism Worldwide: Current State Analysis and Turkey's Potential

Yıl 2026, Cilt: 2 Sayı: 1 , 61 - 78 , 30.03.2026
https://izlik.org/JA47GZ58WG

Öz

Purpose: This study addresses the question of how e-sports tourism has evolved as a global phenomenon and evaluates Türkiye's strategic positioning within this emerging market. The research aims to fill a gap in the literature by providing a systematic analysis of worldwide e-sports tourism development and identifying specific pathways for Türkiye to establish a competitive advantage in this high-growth sector.

Method: This study employs a descriptive, qualitative research design combining a systematic literature review following PRISMA 2020 guidelines with secondary-data SWOT analysis. Data were collected from academic repositories (ScienceDirect, Web of Science, Google Scholar, TR Dizin) and industry-intelligence platforms (Newzoo, Statista, DataIntelo, Nielsen Sports) for the period 2020–2025. A total of 70 sources were included, comprising 50 peer-reviewed articles and 20 sector reports. Trustworthiness was ensured through data-source triangulation and thematic coding using NVivo 14.

Findings: The study found that e-sports tourism has transitioned from a niche subculture to a substantial economic segment, with market valuations reaching USD 2.4 billion and projections of USD 8.2 billion by 2033. The analysis revealed that Türkiye possesses significant structural advantages including a young demographic profile, strategic geographic location as a world-class aviation hub, and improved digital infrastructure. However, critical supply-side constraints were identified: limited availability of large-scale purpose-built venues, absence of dedicated visa protocols for international participants, and insufficient fiscal incentives relative to competitor destinations. A comparative analysis of successful destinations (Katowice, Singapore, Saudi Arabia) demonstrated that coordinated policy development and strategic infrastructure investment are key determinants of competitive positioning.

Practical Implications: The study provides actionable recommendations for policymakers and destination managers: the development of multi-purpose arenas adjacent to gateway airports, the implementation of streamlined visa categories for e-sports participants, and the introduction of targeted tax rebates for event organizers. These evidence-based measures could position Türkiye as a regional e-sports tourism hub while generating secondary economic benefits for the accommodation, gastronomy, and cultural heritage sectors.

Originality/Scientific Contribution: This study contributes to the literature by offering the first systematic SWOT-based assessment of Türkiye's e-sports tourism potential, integrating quantitative market data with qualitative policy analysis. The research extends existing sport tourism frameworks by demonstrating that e-sports tourism requires distinct analytical approaches due to its digital-native characteristics and rapid market evolution. The findings provide an evidence-based strategic roadmap applicable to emerging destinations seeking to capture value from the global e-sports phenomenon.

Kaynakça

  • Aktuna, H. C., & Ünlüönen, K. (2017). Yeni bir turizm çeşidi olarak elektronik spor turizmi. Gazi Üniversitesi Turizm Fakültesi Dergisi, (2), 1 15.
  • Bulut, O., Dalgıç, A., & Birdir, K. (2021). ES-tourist: A new typology for e-sports event attendees. Journal of Tourism Futures, 7(2), 189-203. https://doi.org/10.1108/JTF-12-2020-0147
  • Çetin, A., & Coşkuner, M. (2021). A conceptual overview of e-sports tourism as a new trend in the tourism industry. Journal of Management and Economic Studies, 3(2), 45-58. https://jomaes.org/index.php/jomaes/article/view/61
  • DataIntelo. (2025). Global e-sports tourism market report 2025-2033: Trends, forecasts and competitive landscape. DataIntelo Market Research.
  • Dalgıç, A., & Birdir, K. (2019). Es-tourist: Motivations and behaviours of e-sports event visitors. Anatolia: An International Journal of Tourism and Hospitality Research, 30(4), 567-580. https://doi.org/10.1080/13032917.2019.1675577
  • DemandSage. (2025). Global Esports Committed Fans Outlook 2025. DemandSage. Retrieved January 21, 2026, from https://www.demandsage.com/esports-fans-statistics
  • Dilek, S. E. (2019). E-sport events within tourism paradigm: A conceptual discussion. International Journal of Contemporary Tourism Research, 3(1), 1-15. https://doi.org/10.30625/ijctr.525426
  • Dulgaroglu, O. (2023). E-Sports events as a new trend in tourism. Journal of Global Tourism and Technology Research, 2(3), 112-125. https://doi.org/10.54493/jgttr.1220083
  • Erdoğan, Ç., Yenişehirlioğlu, E., Şahin, S., & Çetin, A. (2018). A conceptional research on determining the tourism potential of electronic sports events: E-sports tourism. Kesit Akademi Dergisi, 4(11), 45-58. https://doi.org/10.17821/kesitakademi.59824.863899
  • ESL FACEIT Group. (2023). Intel Extreme Masters Katowice 2023: Economic Impact Report. ESL Gaming. Retrieved January 21, 2026, from https://about.eslgaming.com
  • Fiske, J. (1992). The cultural economy of fandom. In L. A. Lewis (Ed.), The Adoring Audience: Fan Culture and Popular Media (pp. 30-49). Routledge.
  • Gibson, H., Kaplanidou, K., & Kang, K. (2021). Sport tourism: Concepts, theories and analyses. Journal of Sport & Tourism, 25(3), 145-162. https://doi.org/10.1080/14775085.2021.1926574
  • Gibson, H., Willming, C., & Holdnak, A. (2003). Small-scale event sport tourism: Fans as tourists. Tourism Management, 24(2), 181-190. https://doi.org/10.1016/S0261-5177(02)00064-3
  • Growth Market Reports. (2025). E-Sports Tourism Market Size, Share & Trends Analysis Report 2025-2033. Growth Market Reports.
  • Hamari, J., & Järvinen, A. (2015). Building blocks for e-sports: A conceptual framework. International Journal of Information Systems and Project Management, 3(2), 1-18.
  • Kartakoullis, N., Kriemadis, T., & Varelas, S. (2002). Strategic planning in the sport industry: The case of greece. European Sport Management Quarterly, 2(3), 238 258. https://doi.org/10.1080/16184740208721931
  • Leon, M., Hinojosa-Ramos, M. V., León-Lopez, A., Belli, S., & García, J. (2022). Esports events trend: A promising opportunity for tourism offerings. Sustainability, 14(21), 13803. https://doi.org/10.3390/su142113803
  • Liu, Y., Zheng, D., & Xu, J. (2025). Travel to reminisce esports: Effects of esports nostalgia on spectators’ psychological well-being and travel-related behaviors. Journal of Vacation Marketing. https://doi.org/10.1177/13567667251340405
  • London & Partners. (2024). League of Legends World Final 2024: Economic Impact Report. London & Partners. Retrieved January 21, 2026, from https://www.londonandpartners.com/about-us/our-annual-results
  • Masłowski, P., & Karasiewicz, T. (2021). Esports as a new trend in the tourism industry. Geography and Tourism, 3(2), 89-102. https://czasopisma.ukw.edu.pl/index.php/gat/article/view/156
  • Neus, F. (2020). Differences and similarities in motivation for offline and online esports event consumption. In T. Bäck & A. Meier-Dallach (Eds.), Event marketing in the context of higher education and professional sports (pp. 89-112). Springer. https://doi.org/10.1007/978-3-658-29262-1_6
  • Newzoo. (2023). Global Esports Market Report 2023. https://newzoo.com/insights/reports/global-esports-market-report-2023
  • Nielsen Sports. (2024). Asia-Pacific E-Sports Fan Insights 2024. Nielsen Company. Retrieved January 21, 2026, from https://www.nielsen.com
  • Pu, Y., Zhang, J., & Leung, Y. (2021). Development and validation of the e-sports event attendance motivation scale (EEAMS). Journal of Travel Research, 60(8), 1745-1761. https://doi.org/10.1177/0047287520978808
  • Qian, L., Wang, C., & Zhang, J. (2020). Development and validation of the motivation scale of esports spectatorship (MSES). International Journal of Environmental Research and Public Health, 17(21), 7971. https://doi.org/10.3390/ijerph17217971
  • Respati, A., Kusumawati, A., Yulianto, E., & Fahrudi, A. N. L. I. (2025). Exploring determinants and theoretical underpinnings of revisit intention in tourism: A PRISMA-based systematic literature review. Sustainability, 17(24), 11044. https://doi.org/10.3390/su172411044
  • Riot Games Brazil. (2023). IEM Rio 2022: Economic and social impact report. Riot Games. Retrieved January 21, 2026, from https://www.riotgames.com/pt-br/news
  • Riot Games Türkiye. (2024). Türkiye Community Events Report 2024. Riot Games. Retrieved January 21, 2026, from https://www.riotgames.com/tr/news
  • Saudi General Entertainment Authority. (2025). Esports world cup 2025: Tourism impact summary. GEA. Retrieved January 21, 2026, from https://www.gea.gov.sa/en/reports
  • Shao, Y., & Sun, Y. (2020). SWOT analysis of coastal sports tourism. Journal of Coastal Research, 112(SI), 103-105. https://doi.org/10.2112/JCR-SI112-030.1
  • Statista. (2024). E-sports market worldwide 2019-2025. Statista Research Department. Retrieved January 21, 2026, from https://www.statista.com
  • Turkish Statistical Institute. (2024). Youth Statistics 2024. TÜİK. Retrieved January 21, 2026, from https://www.tuik.gov.tr
  • Thompson, J., Taheri, B., & Scheuring, F. (2022). Developing esport tourism through fandom experience at in-person events. Tourism Management, 91, 104531. doi: 10.1016/j.tourman.2022.104531
Toplam 33 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Rekreasyon, Tatil ve Turizm Coğrafyası, Rekreasyon Yönetimi, Turizm Pazarlaması, Turizm (Diğer)
Bölüm Teorik Makale
Yazarlar

Altan Çetin 0000-0002-4271-4760

Mustafa Coşkuner 0000-0003-3032-1836

Gönderilme Tarihi 21 Ocak 2026
Kabul Tarihi 5 Mart 2026
Yayımlanma Tarihi 30 Mart 2026
IZ https://izlik.org/JA47GZ58WG
Yayımlandığı Sayı Yıl 2026 Cilt: 2 Sayı: 1

Kaynak Göster

APA Çetin, A., & Coşkuner, M. (2026). E-Sports Tourism Worldwide: Current State Analysis and Turkey’s Potential. Kocatepe Turizm Araştırmaları Dergisi, 2(1), 61-78. https://izlik.org/JA47GZ58WG
KOTAD, Creative Commons Atıf-GayriTicari-Türetilemez 4.0 Uluslararası Lisansı ile lisanslanmıştır.
KOTAD, Yayın Etiği Komitesi (COPE) tarafından açık erişim olarak yayımlanan etik ilkeleri benimsemektedir.
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