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TAXATION OF E-SPORTS IN DEVELOPING WORLD

Year 2021, Volume: 8 Issue: 3, 1858 - 1876, 30.11.2021
https://doi.org/10.30798/makuiibf.820856

Abstract

Today, great progress is being made in information technology with the digital age. However, technological opportunities have started to be used extensively in many areas. The game industry has also been affected by this situation. With electronic sports (e-sports), the sports concept of the new digital world has begun to change. E-sports has become an important organization for both the players and the game industry. E-sports, where interest is increasing day by day, has led to the formation of a large economic market. The world benefits greatly from this market. However, there are some problems with taxing e-sports in the world. It is seen that there is no clarity on how e-sports will be taxed. The existing problem in this regard causes a decrease in the tax revenues of the countries and the emergence of international tax problems. The aim of this study is to provide information about e-sports in the developing world and to make suggestions on various examples of taxation. As a result of the study, it was determined that there are weaknesses in taxing e-sports around the world. Especially the absence of tax legislation regarding e-sports and the existence of a legal gap in taxation could seriously damage the tax systems of countries.

References

  • Abanazir, C. (2019a). E-Sport and the EU: The View from the English Bridge Union, The International Sports Law Journal, (18), 102-113.
  • Abanazir, C. (2019b). Institutionalisation in E-Sports, Sport, Ethics and Philosophy, 13(2), 117-131.
  • Akgöl, O. (2019). Spor Endüstrisi ve Dijitalleşme: Türkiye’de E-Spor Yapılanması Üzerine Bir İnceleme, TRT Akademi, 4(8), 206-225.
  • Armağan, O. (2018). Dijital Çağın Yükselen Yıldızı E-Spor, Vergi Raporu Dergisi, (227), 96-101.
  • Bülbül, D. ve Öz, M. (2020). Türkiye’de E-Spor Oyuncularının Vergilendirilmesi, Mali Hukuk Dergisi, 16(184), 789-814.
  • Cambrand, M., Liljeqvist, E. and Kallin, L. (2014). Finding Triggers for Innovation within eSports (Unpublished Bachelor’s Thesis).
  • Can, H. B. (2020). E-Spor Kulübüne Kayıtlı Oyunculara Yapılan Ödemelerin Vergilendirilmesi, Yaklaşım Dergisi, (330), https://uye.yaklasim.com/MagazineContent.aspx?ID=33990, (07.06.2020).
  • Civan Kemiksiz, R. (2019). Çevrimiçi Bağımlılığın Habitatı: Çevrimiçi Oyuncuların E-Spor Faaliyetleri ve Oyun Bağımlılığı İlişkisi, Yayınlanmamış Yüksek Lisans Tezi, İstanbul Üniversitesi.
  • Coraggio, G. (2020). Esports Laws of the World, Dla Pıper.
  • Çiftçi, S. (2019). E-spor ve Vergilendirilmesi, Vergi Raporu Dergisi, (236), http://vergiraporu.com.tr/upImage/org/sercan%20ciftci872f74.pdf, (08.06.2020).
  • Demirhan, H. (2019). E-spor Faaliyetlerinin Genel Çerçevesi ve Vergilendirilmesi, Vergi Raporu Dergisi, (236), 108-122.
  • Egliston, B. (2018). E-sport, Phenomenality and Affect, Transformations, (31), 156-176.
  • Hamari, J. and Sjöblom, M. (2017). What Is eSports and Why Do People Watch It?, Internet Research, 27(2), 211-232.
  • IRS (2020). Taxation of Foreign Athletes and Entertainers, https://www.irs.gov/individuals/international-taxpayers/taxation-of-foreign-athletes-and-entertainers, (04.06.2020).
  • Karataş Durmuş, N. (2016). Spor Kulüplerinin Vergilendirilmesi, TAAD, (27), 245-278.
  • Karhulahti, V-M (2017). Reconsidering Esport: Economics and Executive Ownership, Physical Culture and Sport Studies and Research, 74(1), 43-53.
  • Kılıçer, E. ve Peker, İ. (2020). Dijital Ekonomide Vergilendirme: Örnek Ülke Uygulamaları (1. baskı). Ankara: Seçkin Yayıncılık.
  • Lee, S. W., An, J. W. and Lee, J. Y. (2014). The Relationship between E-Sports Viewing Motives and Satisfaction: The Case of League of Legends, International Conference on Business, Management & Corporate Social Responsibility (ICBMCSR’14), Indonesia.
  • Linnell, R. (2017). eSports and UK Tax Law - Key Points for Teams, Players & Events Organisers, https://www.lawinsport.com/topics/item/esports-and-uk-tax-law-key-points-for-teams-players-events-organisers, (04.06.2020).
  • Llorens, M. R. (2017). eSport Gaming: The Rise of a New Sports Practice, Sport, Ethics and Philosophy, 11(4), 464-476.
  • Martoncik, M. (2015). E-Sports: Playing Just for Fun or Playing to Satisfy Life Goals?, Computers in Human Behavior, 48, 208-211.
  • Overbeek, S. V. and Molenaar, D. (2018). Esports and Taxation, Global Sports Law & Taxation Reports, (35), 11-16.
  • Özkurt, A. (2019). E-Sporun Türkiye’de Spor Yönetimi ve Kulüpleşme Yönünden Gelişiminin İncelenmesi, Yayınlanmamış Yüksek Lisans Tezi, Samsun Üniversitesi.
  • Parry, J. (2019). E-sports are Not Sports, Sport, Ethics and Philosophy, 13(1), 3-18.
  • Petrovic, M. ve Nutz, M. (2019). Esports: Legal Challenges and Taxation in Austria, Mondaq, https://www.mondaq.com/austria/gaming/870450/esports-legal-challenges-and-taxation-in-austria, (03.10.2020).
  • Pişkin, E., Devecioğlu, S. and Halisdemir, T. A. (2019). Spor Endüstrisinin Yükselen Alanı E-Sporun Dünya Ekonomisindeki Yeri, International Economics Research and Financial Markets Congress (IEFRM), Gaziantep: Detay Yayıncılık.
  • Rai, L. and Yan, G. (2009). Future Perspectives on Next Generation e-Sports Infrastructure and Exploring Their Benefits, International Journal of Sports Science and Engineering, 3(1), 27-33.
  • Sarı, M. (2019). E-Spor ve Vergilendirilmesi, Vergi Raporu Dergisi, (236), http://vergiraporu.com.tr/upImage/org/mehmet%20sari45e7cc.pdf, (01.06.2020).
  • Şimşek, A. ve Devecioğlu, S. (2019). Spor Teknolojileri (1. baskı), Ankara: Gazi Kitabevi.
  • Türkiye E-Spor Federasyonu (2019). 1. E-Spor Çalıştayı Sonuç Raporu, İstanbul.
  • Wagner, M. G. (2006). On the Scientific Relevance of eSports, file:///C:/Users/Or%C3%A7un/Downloads/On_the_Scientific_Relevance_of_eSports.pdf, (30.05.2020).
  • Witkowski, E., Hutchins, B. and Carter, M. (2013). E-Sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions, Proceedings of the 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, (43), 1-2.
  • Yıldız, Y. (2020). Dijital Kültürün Yeni Ürünü Olan Elektronik Sporun (E-Spor) Vergisel Boyutu, Vergi Dünyası Dergisi, (462), 136-148.
  • Yükçü, S. ve Kaplanoğlu, E. (2018), E-spor Endüstrisi, International Journal of Economic and Administrative Studies, 17. UIK Special Issue, 533-550.

GELİŞEN DÜNYADA E-SPOR'UN VERGİLENDİRİLMESİ

Year 2021, Volume: 8 Issue: 3, 1858 - 1876, 30.11.2021
https://doi.org/10.30798/makuiibf.820856

Abstract

Günümüzde dijital çağ ile birlikte bilişim teknolojisinde büyük bir ilerleme kaydedilmektedir. Bununla birlikte teknolojik imkanlardan birçok alanda fazlasıyla yararlanılmaya başlanmıştır. Oyun endüstrisi de bu durumdan oldukça etkilenmiştir. Elektronik spor (e-spor) ile yeni dijital dünyanın spor anlayışı değişmeye başlamıştır. E-spor gerek oyuncular gerekse de oyun endüstrisi açısından önemli bir organizasyon haline gelmiştir. Her geçen gün ilginin biraz daha arttığı e-spor, büyük bir ekonomik pazar oluşmasına sebep olmuştur. Bu pazardan dünya, büyük ölçüde faydalanmaktadır. Ancak, dünyada e-spor’un vergilendirilmesiyle ilgili bazı sorunlar yaşanmaktadır. E-spor’un nasıl vergilendirileceği konusunda tam olarak netliğin kazanmadığı görülmektedir. Bu konuda varolan sorun, ülkelerin vergi gelirlerinde bir azalışa ve uluslararası vergi sorunlarının doğmasına sebep olmaktadır. Bu çalışmanın amacı, gelişen dünyada e-spor hakkında bilgi vermek ve vergilendirilmesiyle ilgili çeşitli örnekler üzerinden önerilerde bulunmaktır. Çalışma sonucunda dünya genelinde e-sporun vergilendirilmesi konusunda zafiyetlerin olduğu tespit edilmiştir. Özellikle e-spor'a ilişkin vergi mevzuatının olmaması ve vergilendirme konusunda hukuki boşluğun bulunuyor olması ülkelerin vergi sistemlerine ciddi zararlar verebilecektir.

References

  • Abanazir, C. (2019a). E-Sport and the EU: The View from the English Bridge Union, The International Sports Law Journal, (18), 102-113.
  • Abanazir, C. (2019b). Institutionalisation in E-Sports, Sport, Ethics and Philosophy, 13(2), 117-131.
  • Akgöl, O. (2019). Spor Endüstrisi ve Dijitalleşme: Türkiye’de E-Spor Yapılanması Üzerine Bir İnceleme, TRT Akademi, 4(8), 206-225.
  • Armağan, O. (2018). Dijital Çağın Yükselen Yıldızı E-Spor, Vergi Raporu Dergisi, (227), 96-101.
  • Bülbül, D. ve Öz, M. (2020). Türkiye’de E-Spor Oyuncularının Vergilendirilmesi, Mali Hukuk Dergisi, 16(184), 789-814.
  • Cambrand, M., Liljeqvist, E. and Kallin, L. (2014). Finding Triggers for Innovation within eSports (Unpublished Bachelor’s Thesis).
  • Can, H. B. (2020). E-Spor Kulübüne Kayıtlı Oyunculara Yapılan Ödemelerin Vergilendirilmesi, Yaklaşım Dergisi, (330), https://uye.yaklasim.com/MagazineContent.aspx?ID=33990, (07.06.2020).
  • Civan Kemiksiz, R. (2019). Çevrimiçi Bağımlılığın Habitatı: Çevrimiçi Oyuncuların E-Spor Faaliyetleri ve Oyun Bağımlılığı İlişkisi, Yayınlanmamış Yüksek Lisans Tezi, İstanbul Üniversitesi.
  • Coraggio, G. (2020). Esports Laws of the World, Dla Pıper.
  • Çiftçi, S. (2019). E-spor ve Vergilendirilmesi, Vergi Raporu Dergisi, (236), http://vergiraporu.com.tr/upImage/org/sercan%20ciftci872f74.pdf, (08.06.2020).
  • Demirhan, H. (2019). E-spor Faaliyetlerinin Genel Çerçevesi ve Vergilendirilmesi, Vergi Raporu Dergisi, (236), 108-122.
  • Egliston, B. (2018). E-sport, Phenomenality and Affect, Transformations, (31), 156-176.
  • Hamari, J. and Sjöblom, M. (2017). What Is eSports and Why Do People Watch It?, Internet Research, 27(2), 211-232.
  • IRS (2020). Taxation of Foreign Athletes and Entertainers, https://www.irs.gov/individuals/international-taxpayers/taxation-of-foreign-athletes-and-entertainers, (04.06.2020).
  • Karataş Durmuş, N. (2016). Spor Kulüplerinin Vergilendirilmesi, TAAD, (27), 245-278.
  • Karhulahti, V-M (2017). Reconsidering Esport: Economics and Executive Ownership, Physical Culture and Sport Studies and Research, 74(1), 43-53.
  • Kılıçer, E. ve Peker, İ. (2020). Dijital Ekonomide Vergilendirme: Örnek Ülke Uygulamaları (1. baskı). Ankara: Seçkin Yayıncılık.
  • Lee, S. W., An, J. W. and Lee, J. Y. (2014). The Relationship between E-Sports Viewing Motives and Satisfaction: The Case of League of Legends, International Conference on Business, Management & Corporate Social Responsibility (ICBMCSR’14), Indonesia.
  • Linnell, R. (2017). eSports and UK Tax Law - Key Points for Teams, Players & Events Organisers, https://www.lawinsport.com/topics/item/esports-and-uk-tax-law-key-points-for-teams-players-events-organisers, (04.06.2020).
  • Llorens, M. R. (2017). eSport Gaming: The Rise of a New Sports Practice, Sport, Ethics and Philosophy, 11(4), 464-476.
  • Martoncik, M. (2015). E-Sports: Playing Just for Fun or Playing to Satisfy Life Goals?, Computers in Human Behavior, 48, 208-211.
  • Overbeek, S. V. and Molenaar, D. (2018). Esports and Taxation, Global Sports Law & Taxation Reports, (35), 11-16.
  • Özkurt, A. (2019). E-Sporun Türkiye’de Spor Yönetimi ve Kulüpleşme Yönünden Gelişiminin İncelenmesi, Yayınlanmamış Yüksek Lisans Tezi, Samsun Üniversitesi.
  • Parry, J. (2019). E-sports are Not Sports, Sport, Ethics and Philosophy, 13(1), 3-18.
  • Petrovic, M. ve Nutz, M. (2019). Esports: Legal Challenges and Taxation in Austria, Mondaq, https://www.mondaq.com/austria/gaming/870450/esports-legal-challenges-and-taxation-in-austria, (03.10.2020).
  • Pişkin, E., Devecioğlu, S. and Halisdemir, T. A. (2019). Spor Endüstrisinin Yükselen Alanı E-Sporun Dünya Ekonomisindeki Yeri, International Economics Research and Financial Markets Congress (IEFRM), Gaziantep: Detay Yayıncılık.
  • Rai, L. and Yan, G. (2009). Future Perspectives on Next Generation e-Sports Infrastructure and Exploring Their Benefits, International Journal of Sports Science and Engineering, 3(1), 27-33.
  • Sarı, M. (2019). E-Spor ve Vergilendirilmesi, Vergi Raporu Dergisi, (236), http://vergiraporu.com.tr/upImage/org/mehmet%20sari45e7cc.pdf, (01.06.2020).
  • Şimşek, A. ve Devecioğlu, S. (2019). Spor Teknolojileri (1. baskı), Ankara: Gazi Kitabevi.
  • Türkiye E-Spor Federasyonu (2019). 1. E-Spor Çalıştayı Sonuç Raporu, İstanbul.
  • Wagner, M. G. (2006). On the Scientific Relevance of eSports, file:///C:/Users/Or%C3%A7un/Downloads/On_the_Scientific_Relevance_of_eSports.pdf, (30.05.2020).
  • Witkowski, E., Hutchins, B. and Carter, M. (2013). E-Sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions, Proceedings of the 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, (43), 1-2.
  • Yıldız, Y. (2020). Dijital Kültürün Yeni Ürünü Olan Elektronik Sporun (E-Spor) Vergisel Boyutu, Vergi Dünyası Dergisi, (462), 136-148.
  • Yükçü, S. ve Kaplanoğlu, E. (2018), E-spor Endüstrisi, International Journal of Economic and Administrative Studies, 17. UIK Special Issue, 533-550.
There are 34 citations in total.

Details

Primary Language English
Journal Section Review Articles
Authors

Orçun Avcı 0000-0002-7917-9802

Publication Date November 30, 2021
Submission Date November 4, 2020
Published in Issue Year 2021 Volume: 8 Issue: 3

Cite

APA Avcı, O. (2021). TAXATION OF E-SPORTS IN DEVELOPING WORLD. Journal of Mehmet Akif Ersoy University Economics and Administrative Sciences Faculty, 8(3), 1858-1876. https://doi.org/10.30798/makuiibf.820856

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