Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2022, Cilt: 5 Sayı: 2, 35 - 47, 15.10.2022
https://doi.org/10.53025/sportive.1185575

Öz

Kaynakça

  • Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In Computer Games and New Media Cultures (pp. 477–490).
  • Akın, E. (2008). Elektronik spor: Türkiye’deki elektronik sporcular üzerine bir araştırma. https://tez.yok.gov.tr
  • Argan, M., Özer, A., & Akın, E. (2006). Elektronik spor: Türkiye’deki siber sporcuların tutum ve davranışları. Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1(2), 1–11. www.esworldcup.com;
  • Arslan, M, M., Bayrakçı, M. (2006). Metaforik düşünme ve öğrenme yaklaşımının eğitim öğretim açısından incelenmesi. Milli Eğitim, 35(171), 100–108.
  • Aslan, T., Çoknaz, D. (2021). Güçlü ve zayıf yönleri ile espor: yönetici ve akademisyen bakış açısına dayalı nitel bir çalışma. Spor Bilimleri Araştırmaları Dergisi, 6(1), 118–136.
  • Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11(August), 1–9. https://doi.org/10.3389/fpsyg.2020.01866
  • Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763–768.
  • Bogdan, R., Biklen, S. K. (1997). Qualitative research for education. Allyn & Bacon.
  • Brevers, D., King, D. L., & Billieux, J. (2020). Delineating adaptive esports involvement from maladaptive gaming: a self-regulation perspective. Current Opinion in Psychology, 36, 141–146. https://doi.org/10.1016/j.copsyc.2020.07.025
  • Chikish, Y., Carreras, M., García, J. (2019). eSports: A new era for the sports industry and a new impulse for the research in sports (and) economics. FUNCAS Social and Economic Studies, 7, 477–508. www.funcas.ceca.es
  • Cohen, L., Manion, L., Morrison, K. (2007). Research methods in education (6th ed.). Routledge.
  • Creswell, J. W. (2013). Educational research: Planning, conducting, and evaluating. W. Ross MacDonald School Resource Services Library.
  • Dunning, E. (2013). Sociological studies of sport, violence and civilisation. Routledge.
  • Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Applied Developmental Psychology, 23(4), 373–392.
  • Dutke, S. (1994). Mentale modelle beim erinnern sprachlich beschriebener räumlicher anordnungen: Zeitliche aspekte der modellkonstruktion und-nutzung. Zeitschrift Für Experimentelle Und Angewandte Psychologie, 41(4), 523–548.
  • Egenfeldt-Nielsen, S., & Smith, J. H. (2003). Datorspel och skadlighet–en forskningsöversikt. PM till mediarådet för barn och unga’. Game research: The art, science, and business of computer games’. Translated by Jan Christoffersson.
  • Eitzen, D. S. (2016). Fair and foul: Beyond the myths and paradoxes of sport. Rowman & Littlefield.
  • Ekiz, D. (2009). Bilimsel araştırma yöntemleri: Yaklaşım, yöntem ve teknikler. Anı Yayıncılık.
  • Fong, J., & Trench, B. (2019). The Rise of a New Entertainment Category: E-sports.
  • Fraenkel, J. R., Wallen, N. E., Hyun, H. H. (2012). How to design and evaluate research in education (8th ed.). McGraw-Hill.
  • Freeman, G., Wohn, D. Y. (2019). Understanding eSports team formation and coordination. Computer Supported Cooperative Work (CSCW), 28(1), 95–126.
  • Funk, D. C., Pizzo, A. D., Baker, B. J. (2018). ESport management: Embracing esport education and research opportunities. Sport Management Review, 21(1), 7–13.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085
  • Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.
  • Hutchins, B. (2006). Computer gaming, media and e-Sport. Australian Sociological Association Annual Conference 2006: Sociology for a Mobile World, 1–9.
  • Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management, 10(1), 34–49. https://doi.org/10.18666/JASM-2018-V10-I1-8469
  • Jonasson, K.,Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Kari, T., Siutila, T. ;, & Karhulahti, M. (2019). An Extended Study on Training and Physical Exercise in Esports. In B. R. Dubbels (Ed.), Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 270–292). IGI Global. https://doi.org/10.4018/978-1-5225-7461-3.ch010
  • Kim, S. H., Thomas, M. K. (2015). A stage theory model of professional video game players in South Korea: The socio-cultural dimensions of the development of expertise. Asian Journal of Information Technology, 14(5), 176–186.
  • Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The rise of E-Sports and potential for Post-COVID continued growth. Sport in Society, 23(11), 1861–1871. https://doi.org/10.1080/17430437.2020.1819695
  • Kirriemuir, J. (2002). Video gaming, education and digital learning technologies. D-Lib Magazine, 8(2), 7.
  • Klenke, K. (2016). Qualitative research as method. In Qualitative research in the study of leadership. Emerald Group Publishing Limited.
  • Lee, D., & Schoenstedt, L. J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal Of Research, 6(2), 39–44.
  • Lee, M. K., & Peng, W. (2006). What do we know about social and psychological effects of computer games. In J. Vorderer, P., Bryant (Ed.), Playing video games: Motives, responses, and consequences (pp. 327–345). Erlbaum.
  • Matua, G. A., Van Der Wal, D. M. (2015). Differentiating between descriptive and interpretive phenomenological research approaches. Nurse Researcher, 22(6).
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Sage.
  • Morgan, G. (2016). Commentary: Beyond morgan’s eight metaphors. Human Relations, 69(4), 1029–1042.
  • Moser, A., Korstjens, I. (2017). Series: Practical guidance to qualitative research. Part 1: Introduction. European Journal of General Practice, 23(1), 271–273.
  • Mustafaoğlu, R. (2018). e-Spor, Spor ve Fiziksel Aktivite. Ulusal Spor Bilimleri Dergisi, 2(2), 84–96. https://doi.org/10.30769/usbd.457545
  • Pereira, A. M., Figueiredo, P., Seabra, A., & Brito, J. (2019). Evaluation of physical activity levels in FPF eSports e-athletes. Motricidade, 15, 188–188. www.ipaq.ki.se
  • Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The chess of the 21st century. Frontiers in Psychology, 10(JAN), 1–5. https://doi.org/10.3389/fpsyg.2019.00156
  • Roncone, J., Kornspan, A. S., Hayden, E. W., Fay, M. (2020). The relationship of physical activity and mental toughness in collegiate esports varsity student-athletes. The Ohio Association for Health• Physical Education• Recreation• Dance, 2004. www.ohahperd.org
  • Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and health behavior of video game and esports players in germany: The esports study 2019 International Journal of Environmental Research and Public Health, 17(6). https://doi.org/10.3390/IJERPH17061870
  • Saban, A. (2008). Okula ilişkin metaforlar. Kuram ve Uygulamada Eğitim Yönetimi, 55(55), 459–496. https://doi.org/10.14527/844
  • Sadık, F., & Sarı, M. (2012). Çocuk ve demokrasi: İlköğretim öğrencilerinin demokrasi algılarının metaforlar aracılığıyla incelenmesi. Uluslararası Cumhuriyet Eğitim Dergisi, 1(1), 48–62.
  • Salonius-Pasternak, D. E., & Gelfond, H. S. (2005). The next level of research on electronic play: Potential benefits and contextual influences for children and adolescents. Human Technology, 1(1), 5–22. https://doi.org/10.17011/ht/urn.2005123
  • Schmitt, R. (2005). Systematic metaphor analysis as a method of qualitative research. The Qualitative Report, 10(2), 358–394. https://doi.org/10.46743/2160-3715/2005.1854 Seippel, Ø. (2006). The meanings of sport: fun, health, beauty or community? Sport in Society, 9(1), 51–70.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272.
  • Smithies, T. D., Toth, A. J., Conroy, E., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Life After Esports: A Grand Field Challenge. Frontiers in Psychology, 11(May), 1–5. https://doi.org/10.3389/fpsyg.2020.00883
  • Taylor, T. (2012). Raising the stakes: E-Sports and the professionalization of computer gaming. MIT Press.
  • Taylor, T. L. (2012). Raising the Stakes: E-Sports and the Professionalization of Computer Gaming Review Of: Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press. http://cmsw.mit.edu/profile/tl-taylor/.
  • Thomas, C. J., Rothschild, J., Earnest, C. P., & Blaisdell, A. (2019). The effects of energy drink consumption on cognitive and physical performance in elite league of legends players. Sports, 7(9). https://doi.org/10.3390/SPORTS7090196
  • Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging evidence supporting the cognitive link between exercise and esport performance: A dual systematic review. Brain Sciences, 10(11), 1–36. https://doi.org/10.3390/brainsci10110859
  • Triggs, C., Lafferty, M. E., Brown, H. E., & Tolley, H. L. (2011). Metaphorical use of song lyrics within sport psychology practice: Targeting the transition within a premier league football youth academy. Journal of Sport Psychology in Action, 2(3), 183–195. https://doi.org/10.1080/21520704.2011.619046
  • Üçüncüoğlu, M., & Çakır, V. O. (2017). Modern Spor Kulüplerı̇nin E-Spor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma. İnönü Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34–47. https://dergipark.org.tr/tr/pub/inubesyo/issue/32147/332116
  • Ungdomsstyrelsen. (2006). New game: Om unga och datorspel. Ungdomsstyrelsens skrifter.
  • Volk, P. (2016). League of Legends now boasts over 100 million monthly active players worldwide. The Rift Herald.
  • Vosniadou, S., Ortony, A. (1989). Similarity and analogical reasoning. In Similarity and analogical reasoning. Cambridge University Press.
  • Wagner, M. G. (2006). On the scientific relevance of eSports. 61(1), 69–73. https://doi.org/10.1086/290752
  • Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349–374.
  • Wood, E., Attfield, J. (2005). Play, learning and the early childhood curriculum. Sage.
  • Yenişehirlioğlu, E., Erdoğan, Ç., Şahin, S., Ulama, Ş. (2018). A conceptional research on determining the tourism potential of electronic sports events: e-sports tourism. Kesit Akademi Dergisi, 16, 341–353.
  • Yıldırım, A., Şimşek, H. (2011). Sosyal bilimlerde nitel araştırma yöntemleri (8th ed.). Seçkin.

Metaphorical Perceptions of Esports Coaches to the Concept of Esports

Yıl 2022, Cilt: 5 Sayı: 2, 35 - 47, 15.10.2022
https://doi.org/10.53025/sportive.1185575

Öz

Esports is a sports discipline in which strategies and plans are heavily involved, requires physical and mental effort, has started to interact with modern sports and is based on online games. The aim of this research is to reveal the metaphorical perceptions of trainers, one of the important parts of the discipline, towards the concept of esports. A total of 50 coach candidates, 40 male and 10 female, who attended the esports 1st level coaching course, which was held for the first time in our country in 2021, participated in the research. Phenomenology design, one of the qualitative research methods, was used in the research. In obtaining the data, a personal information form was applied to each coach candidate, and among the coach candidates, “esports is like/similar to ……; because ...…” were asked to complete the sentence. The data collection tool was implemented by researchers personally. In addition, all participants took part in the study on a voluntary basis. In the analysis of the data, the stages of naming, screening, category development, ensuring validity and reliability, calculating, interpreting and examining the frequencies of the resulting metaphors were followed. Although the fact that computer games are seen as unhealthy is an indicator of bigger problems for esports, it was seen in this study that most of the coach candidates gave positive feedback on the concept of esports. It is recommended to repeat the study in order to determine the coaching needs of esports trainers, which may occur with technological developments, with annual follow-ups.

Kaynakça

  • Adamus, T. (2012). Playing computer games as electronic sport: In search of a theoretical framework for a new research field. In Computer Games and New Media Cultures (pp. 477–490).
  • Akın, E. (2008). Elektronik spor: Türkiye’deki elektronik sporcular üzerine bir araştırma. https://tez.yok.gov.tr
  • Argan, M., Özer, A., & Akın, E. (2006). Elektronik spor: Türkiye’deki siber sporcuların tutum ve davranışları. Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1(2), 1–11. www.esworldcup.com;
  • Arslan, M, M., Bayrakçı, M. (2006). Metaforik düşünme ve öğrenme yaklaşımının eğitim öğretim açısından incelenmesi. Milli Eğitim, 35(171), 100–108.
  • Aslan, T., Çoknaz, D. (2021). Güçlü ve zayıf yönleri ile espor: yönetici ve akademisyen bakış açısına dayalı nitel bir çalışma. Spor Bilimleri Araştırmaları Dergisi, 6(1), 118–136.
  • Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player. Frontiers in Psychology, 11(August), 1–9. https://doi.org/10.3389/fpsyg.2020.01866
  • Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763–768.
  • Bogdan, R., Biklen, S. K. (1997). Qualitative research for education. Allyn & Bacon.
  • Brevers, D., King, D. L., & Billieux, J. (2020). Delineating adaptive esports involvement from maladaptive gaming: a self-regulation perspective. Current Opinion in Psychology, 36, 141–146. https://doi.org/10.1016/j.copsyc.2020.07.025
  • Chikish, Y., Carreras, M., García, J. (2019). eSports: A new era for the sports industry and a new impulse for the research in sports (and) economics. FUNCAS Social and Economic Studies, 7, 477–508. www.funcas.ceca.es
  • Cohen, L., Manion, L., Morrison, K. (2007). Research methods in education (6th ed.). Routledge.
  • Creswell, J. W. (2013). Educational research: Planning, conducting, and evaluating. W. Ross MacDonald School Resource Services Library.
  • Dunning, E. (2013). Sociological studies of sport, violence and civilisation. Routledge.
  • Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Applied Developmental Psychology, 23(4), 373–392.
  • Dutke, S. (1994). Mentale modelle beim erinnern sprachlich beschriebener räumlicher anordnungen: Zeitliche aspekte der modellkonstruktion und-nutzung. Zeitschrift Für Experimentelle Und Angewandte Psychologie, 41(4), 523–548.
  • Egenfeldt-Nielsen, S., & Smith, J. H. (2003). Datorspel och skadlighet–en forskningsöversikt. PM till mediarådet för barn och unga’. Game research: The art, science, and business of computer games’. Translated by Jan Christoffersson.
  • Eitzen, D. S. (2016). Fair and foul: Beyond the myths and paradoxes of sport. Rowman & Littlefield.
  • Ekiz, D. (2009). Bilimsel araştırma yöntemleri: Yaklaşım, yöntem ve teknikler. Anı Yayıncılık.
  • Fong, J., & Trench, B. (2019). The Rise of a New Entertainment Category: E-sports.
  • Fraenkel, J. R., Wallen, N. E., Hyun, H. H. (2012). How to design and evaluate research in education (8th ed.). McGraw-Hill.
  • Freeman, G., Wohn, D. Y. (2019). Understanding eSports team formation and coordination. Computer Supported Cooperative Work (CSCW), 28(1), 95–126.
  • Funk, D. C., Pizzo, A. D., Baker, B. J. (2018). ESport management: Embracing esport education and research opportunities. Sport Management Review, 21(1), 7–13.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232. https://doi.org/10.1108/IntR-04-2016-0085
  • Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.
  • Hutchins, B. (2006). Computer gaming, media and e-Sport. Australian Sociological Association Annual Conference 2006: Sociology for a Mobile World, 1–9.
  • Jenny, S. E., Keiper, M. C., Taylor, B. J., Williams, D. P., Gawrysiak, J., Manning, R. D., & Tutka, P. M. (2018). eSports Venues: A New Sport Business Opportunity. Journal of Applied Sport Management, 10(1), 34–49. https://doi.org/10.18666/JASM-2018-V10-I1-8469
  • Jonasson, K.,Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287-299.
  • Kari, T., Siutila, T. ;, & Karhulahti, M. (2019). An Extended Study on Training and Physical Exercise in Esports. In B. R. Dubbels (Ed.), Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 270–292). IGI Global. https://doi.org/10.4018/978-1-5225-7461-3.ch010
  • Kim, S. H., Thomas, M. K. (2015). A stage theory model of professional video game players in South Korea: The socio-cultural dimensions of the development of expertise. Asian Journal of Information Technology, 14(5), 176–186.
  • Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The rise of E-Sports and potential for Post-COVID continued growth. Sport in Society, 23(11), 1861–1871. https://doi.org/10.1080/17430437.2020.1819695
  • Kirriemuir, J. (2002). Video gaming, education and digital learning technologies. D-Lib Magazine, 8(2), 7.
  • Klenke, K. (2016). Qualitative research as method. In Qualitative research in the study of leadership. Emerald Group Publishing Limited.
  • Lee, D., & Schoenstedt, L. J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal Of Research, 6(2), 39–44.
  • Lee, M. K., & Peng, W. (2006). What do we know about social and psychological effects of computer games. In J. Vorderer, P., Bryant (Ed.), Playing video games: Motives, responses, and consequences (pp. 327–345). Erlbaum.
  • Matua, G. A., Van Der Wal, D. M. (2015). Differentiating between descriptive and interpretive phenomenological research approaches. Nurse Researcher, 22(6).
  • Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. Sage.
  • Morgan, G. (2016). Commentary: Beyond morgan’s eight metaphors. Human Relations, 69(4), 1029–1042.
  • Moser, A., Korstjens, I. (2017). Series: Practical guidance to qualitative research. Part 1: Introduction. European Journal of General Practice, 23(1), 271–273.
  • Mustafaoğlu, R. (2018). e-Spor, Spor ve Fiziksel Aktivite. Ulusal Spor Bilimleri Dergisi, 2(2), 84–96. https://doi.org/10.30769/usbd.457545
  • Pereira, A. M., Figueiredo, P., Seabra, A., & Brito, J. (2019). Evaluation of physical activity levels in FPF eSports e-athletes. Motricidade, 15, 188–188. www.ipaq.ki.se
  • Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The chess of the 21st century. Frontiers in Psychology, 10(JAN), 1–5. https://doi.org/10.3389/fpsyg.2019.00156
  • Roncone, J., Kornspan, A. S., Hayden, E. W., Fay, M. (2020). The relationship of physical activity and mental toughness in collegiate esports varsity student-athletes. The Ohio Association for Health• Physical Education• Recreation• Dance, 2004. www.ohahperd.org
  • Rudolf, K., Bickmann, P., Froböse, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and health behavior of video game and esports players in germany: The esports study 2019 International Journal of Environmental Research and Public Health, 17(6). https://doi.org/10.3390/IJERPH17061870
  • Saban, A. (2008). Okula ilişkin metaforlar. Kuram ve Uygulamada Eğitim Yönetimi, 55(55), 459–496. https://doi.org/10.14527/844
  • Sadık, F., & Sarı, M. (2012). Çocuk ve demokrasi: İlköğretim öğrencilerinin demokrasi algılarının metaforlar aracılığıyla incelenmesi. Uluslararası Cumhuriyet Eğitim Dergisi, 1(1), 48–62.
  • Salonius-Pasternak, D. E., & Gelfond, H. S. (2005). The next level of research on electronic play: Potential benefits and contextual influences for children and adolescents. Human Technology, 1(1), 5–22. https://doi.org/10.17011/ht/urn.2005123
  • Schmitt, R. (2005). Systematic metaphor analysis as a method of qualitative research. The Qualitative Report, 10(2), 358–394. https://doi.org/10.46743/2160-3715/2005.1854 Seippel, Ø. (2006). The meanings of sport: fun, health, beauty or community? Sport in Society, 9(1), 51–70.
  • Seo, Y. (2016). Professionalized consumption and identity transformations in the field of eSports. Journal of Business Research, 69(1), 264–272.
  • Smithies, T. D., Toth, A. J., Conroy, E., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Life After Esports: A Grand Field Challenge. Frontiers in Psychology, 11(May), 1–5. https://doi.org/10.3389/fpsyg.2020.00883
  • Taylor, T. (2012). Raising the stakes: E-Sports and the professionalization of computer gaming. MIT Press.
  • Taylor, T. L. (2012). Raising the Stakes: E-Sports and the Professionalization of Computer Gaming Review Of: Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press. http://cmsw.mit.edu/profile/tl-taylor/.
  • Thomas, C. J., Rothschild, J., Earnest, C. P., & Blaisdell, A. (2019). The effects of energy drink consumption on cognitive and physical performance in elite league of legends players. Sports, 7(9). https://doi.org/10.3390/SPORTS7090196
  • Toth, A. J., Ramsbottom, N., Kowal, M., & Campbell, M. J. (2020). Converging evidence supporting the cognitive link between exercise and esport performance: A dual systematic review. Brain Sciences, 10(11), 1–36. https://doi.org/10.3390/brainsci10110859
  • Triggs, C., Lafferty, M. E., Brown, H. E., & Tolley, H. L. (2011). Metaphorical use of song lyrics within sport psychology practice: Targeting the transition within a premier league football youth academy. Journal of Sport Psychology in Action, 2(3), 183–195. https://doi.org/10.1080/21520704.2011.619046
  • Üçüncüoğlu, M., & Çakır, V. O. (2017). Modern Spor Kulüplerı̇nin E-Spor Faaliyetlerine İlgi Gösterme Nedenleri Üzerine Bir Araştırma. İnönü Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 4(2), 34–47. https://dergipark.org.tr/tr/pub/inubesyo/issue/32147/332116
  • Ungdomsstyrelsen. (2006). New game: Om unga och datorspel. Ungdomsstyrelsens skrifter.
  • Volk, P. (2016). League of Legends now boasts over 100 million monthly active players worldwide. The Rift Herald.
  • Vosniadou, S., Ortony, A. (1989). Similarity and analogical reasoning. In Similarity and analogical reasoning. Cambridge University Press.
  • Wagner, M. G. (2006). On the scientific relevance of eSports. 61(1), 69–73. https://doi.org/10.1086/290752
  • Witkowski, E. (2012). On the digital playing field: How we “do sport” with networked computer games. Games and Culture, 7(5), 349–374.
  • Wood, E., Attfield, J. (2005). Play, learning and the early childhood curriculum. Sage.
  • Yenişehirlioğlu, E., Erdoğan, Ç., Şahin, S., Ulama, Ş. (2018). A conceptional research on determining the tourism potential of electronic sports events: e-sports tourism. Kesit Akademi Dergisi, 16, 341–353.
  • Yıldırım, A., Şimşek, H. (2011). Sosyal bilimlerde nitel araştırma yöntemleri (8th ed.). Seçkin.
Toplam 63 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor Hekimliği
Bölüm Spor, Eğitim ve Rekreasyon Dergisi Adına Sahibi – Editör (ler): Doç.Dr. Ahmet UZUN, Doç.Dr. Mehmet DEMİREL
Yazarlar

Aylin Özge Pekel 0000-0001-7552-4106

Yasin Nuri Çakır Bu kişi benim 0000-0001-8573-8802

Nagihan Kırıkoğlu 0000-0002-1816-6979

Yekta Şahin Bu kişi benim 0000-0001-5855-010X

Hacı Ahmet Pekel Bu kişi benim 0000-0003-3172-4186

Erken Görünüm Tarihi 5 Ekim 2022
Yayımlanma Tarihi 15 Ekim 2022
Gönderilme Tarihi 23 Mart 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 5 Sayı: 2

Kaynak Göster

APA Pekel, A. Ö., Çakır, Y. N., Kırıkoğlu, N., Şahin, Y., vd. (2022). Metaphorical Perceptions of Esports Coaches to the Concept of Esports. Sportive, 5(2), 35-47. https://doi.org/10.53025/sportive.1185575
AMA Pekel AÖ, Çakır YN, Kırıkoğlu N, Şahin Y, Pekel HA. Metaphorical Perceptions of Esports Coaches to the Concept of Esports. SPORTIVE. Ekim 2022;5(2):35-47. doi:10.53025/sportive.1185575
Chicago Pekel, Aylin Özge, Yasin Nuri Çakır, Nagihan Kırıkoğlu, Yekta Şahin, ve Hacı Ahmet Pekel. “Metaphorical Perceptions of Esports Coaches to the Concept of Esports”. Sportive 5, sy. 2 (Ekim 2022): 35-47. https://doi.org/10.53025/sportive.1185575.
EndNote Pekel AÖ, Çakır YN, Kırıkoğlu N, Şahin Y, Pekel HA (01 Ekim 2022) Metaphorical Perceptions of Esports Coaches to the Concept of Esports. Sportive 5 2 35–47.
IEEE A. Ö. Pekel, Y. N. Çakır, N. Kırıkoğlu, Y. Şahin, ve H. A. Pekel, “Metaphorical Perceptions of Esports Coaches to the Concept of Esports”, SPORTIVE, c. 5, sy. 2, ss. 35–47, 2022, doi: 10.53025/sportive.1185575.
ISNAD Pekel, Aylin Özge vd. “Metaphorical Perceptions of Esports Coaches to the Concept of Esports”. Sportive 5/2 (Ekim 2022), 35-47. https://doi.org/10.53025/sportive.1185575.
JAMA Pekel AÖ, Çakır YN, Kırıkoğlu N, Şahin Y, Pekel HA. Metaphorical Perceptions of Esports Coaches to the Concept of Esports. SPORTIVE. 2022;5:35–47.
MLA Pekel, Aylin Özge vd. “Metaphorical Perceptions of Esports Coaches to the Concept of Esports”. Sportive, c. 5, sy. 2, 2022, ss. 35-47, doi:10.53025/sportive.1185575.
Vancouver Pekel AÖ, Çakır YN, Kırıkoğlu N, Şahin Y, Pekel HA. Metaphorical Perceptions of Esports Coaches to the Concept of Esports. SPORTIVE. 2022;5(2):35-47.