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LEVEL OF AWARENESS OF E-SPORTS CONCEPT AND ITS EFFECT ON IMAGE OF SPORTS CLUBS IN TURKEY

Yıl 2019, Cilt: 3 Sayı: 1, 68 - 85, 30.06.2019

Öz

Digital
games have become very common nowadays. Even, Digital Game Design departments
are gradually opening up in universities; bachelor’s degree and graduate degree
trainings are provided. As a result of the expansion of digital games, a
concept called e-Sports was born, then e-Sports teams were established by
professional sports clubs and universities; tournaments, leagues have become
organized. e-Sports is a sport that is played over computer or game consoles in
a virtual environment where players compete with each other. Major clubs in
Turkey have e-Sports teams and sports clubs are struggling in the leagues in
various categories. Brand image is the sum of thoughts and impressions of the
costumer about the brand. In this study, first of all, consumer thoughts
regarding the awareness of the concept of e-Sports were tried to be determined;
After that, the effects of the e-Sports activities performed by the clubs on
the club / brand image were tried to be revealed. In order to obtain the
results of the research, 7 hypotheses were developed for consumer attitudes and
5 of them were supported. 7 of the 10 hypotheses underwent regression testing
were supported. Based on these findings, it was concluded that the participants
had a positive attitude about e-Sports and that the awareness of e-Sports had
an effect on the brand / club image.

Kaynakça

  • Aktuna, H.C. and Ünlüönen, K. (2017). Yeni Bir Turizm Çeşidi Olarak Elektronik Spor Turizmi, Gazi Üniversitesi Turizm Fakültesi Dergisi, 2: 1-15.
  • Argan, M., Özer, A. and Akın, E. (2006). Elektronik spor: Türkiye’deki siber sporcuların tutum ve davranışları. Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1(2): 1-11.
  • Bayram, A.T. (2018). Planlanmış Davranış Teorisi Çerçevesinde E-spor Turizmine Katılma Niyeti, Turizm Akademik Dergisi, 2: 17-31.
  • Çetin, E. (2013). Tanımlar ve Temel Kavramlar (Ed. M. A. Ocak), Eğitsel Dijital Oyunlar: Kuram, Tasarım ve Uygulama. PegemA Yayıncılık: Ankara.
  • Çolak, S., Örs, A. Çolak, E., Son, M., Güzelordu, D., Çolak, T. and Yargıcı, M. (2018). Spor Bilimleri Fakültesi Öğrencilerinin E-Spor Bilgi Düzeylerinin Araştırılması, Kocaeli Üniversitesi Sosyal Bilimler Dergisi, 35: 121-127.
  • Demir, G.T. and Hazar, Z. (2018). Dijital Oyun Oynama Motivasyonu Ölçeği (Doomö): Geçerlik ve Güvenirlik Çalışması, Niğde Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 12 (2): 128-139.
  • Dijital Oyunlar Raporu (2019). https://www.guvenliweb.org.tr/dosya/RjARy.pdf (01.04.2019).
  • Djaouti, D., Alvarez, J., Jessel, J. P., Methel, G. and Molinier, P. (2008). A Game Play Definition Through Videogame Classification, International Journal of Computer Games Technology, 2008:1-7.
  • Dölarslan, E.Ş. (2012). Bir Marka Kişiliği Ölçeği Değerlendirmesi, Ankara Üniversitesi SBF Dergisi, 67 (2): 1-28.
  • Gür, M.R. (2018). Çok Oyunculu Dijital Oyunlarda Oyun Oynama Pratikleri: Moba ve Mmorpg Oyunlar Üzerine Karşılaştırmalı Bir İnceleme, T.C. İstanbul Arel Üniversitesi Sosyal Bilimler Enstitüsü: İstanbul.
  • Hamari J. and Sjöblom M. (2017), What is eSports and why do people watch it? Internet Research, 27(2): 211-232.
  • Hazar, Z., Tekkurşun Demir, G., Namlı, S. and Türkeli, A. (2017). Investigation of The Relationship Between Digital Game Addiction and Physical Activity Levels of Secondary School Students, Niğde Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 3: 320-332.
  • Jull, J. (2011). Half-Real: Video Games Between Real Rules and Fictional Worlds, The MIT Press Cambridge, Massachusetts London, England.
  • Kılıç, S. (2016). Cronbach’ın Alfa Güvenirlik Katsayısı, Journal of Mood Disorders, 6 (1): 47-48.
  • Kocadağ, M. (2017). Elektronik Spor Kariyeri Ve Eğitim, Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi, 1(2): 49-63.
  • Korkusuz, M. E., and Karamete, A. (2013). Dijital Oyun Geliştirme Modeli, Necatibey Eğitim Fakültesi Elektronik Fen ve Matematik Eğitimi Dergisi, 7 (2): 78-109.
  • Kuznetsov, N. (2017). E-Sports and The Attitude of The Russian speakıng Residents of Estonia to E-Sports, Bachelor Thesis, Tallinn University of Technology School of Business and Governance Departament of Economics and Finance, Tallinn: Estonia.
  • Merwin, C.D., Sugiyama, M., Mubayi, P., Hari, T., Heath P., Terry, H.P. and Duval, A. (2018). The World of Games: eSports: From Wild West to Mainstream, The Goldman Sachs Group, Inc.
  • Mustafaoğlu, R. (2018). e-Spor, Spor ve Fiziksel Aktivite, Ulusal Spor Bilimleri Dergisi, 2 (2): 84-96.
  • Mustafaoğlu, R., Zirek, E. and Yasacı, Z. (2018). e-Spor Oyuncularının Demografik Özellikleri, Oyun Oynama Süreleri ve Başarılarını Etkileyen Faktörler, Bağımlılık Dergisi, 19 (4):115-122.
  • Taylan, H.H., Topal, M. and Ayas, T. (2018). Sakarya’daki Lise Öğrencilerinin Dijital Oyun Oynama Eğilimlerinin İncelenmesi, Online Journal of Technology Addiction & Cyberbullying, 5(1): 53-68.
  • Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. The MIT Press Cambridge, Massachusetts London, England.
  • Toran, M., Ulusoy, Z., Aydın, B., Deveci, T. and Akbulut, A. (2016). Evaluation of Mothers’ Views Regarding Children’s Use of Digital Game, Kastamonu Eğitim Dergisi, 24 (5): 2263-2278.
  • Van Dreunen, J. (2016). Welcome to the New Era: Games as Media. http://www.gamesindustry.biz/articles/2016-10-24-welcome-to-the-new-era-games-as-media (08.04.2016).
  • Yıldırım, E. (2016). Dijital Oyun Tasarım Programlarının Eğitimde Önemi, Mesleki Bilimler Dergisi, 5 (2): 12 – 19.
  • Yoo, B. and Donthu, N. (2001). Developing and Validating A Multidimensional Consumer Based Brand Equity Scale”, Journal of Business Research, 52 (1): 1-14.
  • Yüksekbilgili, Z. (2017). Marka Beğenilirlik Ölçeğinin Türkçeye Uyarlanması: Güvenilirlik ve Geçerlilik Çalışması, Journal of Yasar University, 12 (46): 171-180.
  • Web: https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ (21.04.2019).
  • Web: https://startupdostu.com/turkiyede-dijital-oyun-pazari-buyuyor-4060/ (28.05.2019).
  • Web: https://www.acunn.com/e-spor/turk-espor-takimlari-1127425-haber (28.05.2019).
  • Web: https://www.espor-turkiye193.com/espor-nedir/ (01.06.2019).
  • Web: https://www.redbull.com/tr-tr/turkiye-nin-en-iyi-espor-takimlari (04.06.2019).
  • Wolf, M. J. (2008). The Video Game Explosion. London: Greenwood Press.

LEVEL OF AWARENESS OF E-SPORTS CONCEPT AND ITS EFFECT ON IMAGE OF SPORTS CLUBS IN TURKEY

Yıl 2019, Cilt: 3 Sayı: 1, 68 - 85, 30.06.2019

Öz









Digital games have
become very common nowadays. Even, Digital Game Design departments are
gradually opening up in universities; bachelor’s degree and graduate degree
trainings are provided. As a result of the expansion of digital games, a
concept called e-Sports was born, then e-Sports teams were established by
professional sports clubs and universities; tournaments, leagues have become
organized. e-Sports is a sport that is played over computer or game consoles in
a virtual environment where players compete with each other. Major clubs in
Turkey have e-Sports teams and sports clubs are struggling in the leagues in
various categories. Brand image is the sum of thoughts and impressions of the
costumer about the brand. In this study, first of all, consumer thoughts
regarding the awareness of the concept of e-Sports were tried to be determined;
After that, the effects of the e-Sports activities performed by the clubs on
the club / brand image were tried to be revealed. In order to obtain the
results of the research, 7 hypotheses were developed for consumer attitudes and
5 of them were supported. 7 of the 10 hypotheses underwent regression testing
were supported. Based on these findings, it was concluded that the participants
had a positive attitude about e-Sports and that the awareness of e-Sports had
an effect on the brand / club image.

Kaynakça

  • Aktuna, H.C. and Ünlüönen, K. (2017). Yeni Bir Turizm Çeşidi Olarak Elektronik Spor Turizmi, Gazi Üniversitesi Turizm Fakültesi Dergisi, 2: 1-15.
  • Argan, M., Özer, A. and Akın, E. (2006). Elektronik spor: Türkiye’deki siber sporcuların tutum ve davranışları. Spor Yönetimi ve Bilgi Teknolojileri Dergisi, 1(2): 1-11.
  • Bayram, A.T. (2018). Planlanmış Davranış Teorisi Çerçevesinde E-spor Turizmine Katılma Niyeti, Turizm Akademik Dergisi, 2: 17-31.
  • Çetin, E. (2013). Tanımlar ve Temel Kavramlar (Ed. M. A. Ocak), Eğitsel Dijital Oyunlar: Kuram, Tasarım ve Uygulama. PegemA Yayıncılık: Ankara.
  • Çolak, S., Örs, A. Çolak, E., Son, M., Güzelordu, D., Çolak, T. and Yargıcı, M. (2018). Spor Bilimleri Fakültesi Öğrencilerinin E-Spor Bilgi Düzeylerinin Araştırılması, Kocaeli Üniversitesi Sosyal Bilimler Dergisi, 35: 121-127.
  • Demir, G.T. and Hazar, Z. (2018). Dijital Oyun Oynama Motivasyonu Ölçeği (Doomö): Geçerlik ve Güvenirlik Çalışması, Niğde Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 12 (2): 128-139.
  • Dijital Oyunlar Raporu (2019). https://www.guvenliweb.org.tr/dosya/RjARy.pdf (01.04.2019).
  • Djaouti, D., Alvarez, J., Jessel, J. P., Methel, G. and Molinier, P. (2008). A Game Play Definition Through Videogame Classification, International Journal of Computer Games Technology, 2008:1-7.
  • Dölarslan, E.Ş. (2012). Bir Marka Kişiliği Ölçeği Değerlendirmesi, Ankara Üniversitesi SBF Dergisi, 67 (2): 1-28.
  • Gür, M.R. (2018). Çok Oyunculu Dijital Oyunlarda Oyun Oynama Pratikleri: Moba ve Mmorpg Oyunlar Üzerine Karşılaştırmalı Bir İnceleme, T.C. İstanbul Arel Üniversitesi Sosyal Bilimler Enstitüsü: İstanbul.
  • Hamari J. and Sjöblom M. (2017), What is eSports and why do people watch it? Internet Research, 27(2): 211-232.
  • Hazar, Z., Tekkurşun Demir, G., Namlı, S. and Türkeli, A. (2017). Investigation of The Relationship Between Digital Game Addiction and Physical Activity Levels of Secondary School Students, Niğde Üniversitesi Beden Eğitimi ve Spor Bilimleri Dergisi, 3: 320-332.
  • Jull, J. (2011). Half-Real: Video Games Between Real Rules and Fictional Worlds, The MIT Press Cambridge, Massachusetts London, England.
  • Kılıç, S. (2016). Cronbach’ın Alfa Güvenirlik Katsayısı, Journal of Mood Disorders, 6 (1): 47-48.
  • Kocadağ, M. (2017). Elektronik Spor Kariyeri Ve Eğitim, Doğu Anadolu Sosyal Bilimlerde Eğilimler Dergisi, 1(2): 49-63.
  • Korkusuz, M. E., and Karamete, A. (2013). Dijital Oyun Geliştirme Modeli, Necatibey Eğitim Fakültesi Elektronik Fen ve Matematik Eğitimi Dergisi, 7 (2): 78-109.
  • Kuznetsov, N. (2017). E-Sports and The Attitude of The Russian speakıng Residents of Estonia to E-Sports, Bachelor Thesis, Tallinn University of Technology School of Business and Governance Departament of Economics and Finance, Tallinn: Estonia.
  • Merwin, C.D., Sugiyama, M., Mubayi, P., Hari, T., Heath P., Terry, H.P. and Duval, A. (2018). The World of Games: eSports: From Wild West to Mainstream, The Goldman Sachs Group, Inc.
  • Mustafaoğlu, R. (2018). e-Spor, Spor ve Fiziksel Aktivite, Ulusal Spor Bilimleri Dergisi, 2 (2): 84-96.
  • Mustafaoğlu, R., Zirek, E. and Yasacı, Z. (2018). e-Spor Oyuncularının Demografik Özellikleri, Oyun Oynama Süreleri ve Başarılarını Etkileyen Faktörler, Bağımlılık Dergisi, 19 (4):115-122.
  • Taylan, H.H., Topal, M. and Ayas, T. (2018). Sakarya’daki Lise Öğrencilerinin Dijital Oyun Oynama Eğilimlerinin İncelenmesi, Online Journal of Technology Addiction & Cyberbullying, 5(1): 53-68.
  • Taylor, T. L. (2012). Raising the stakes: E-sports and the professionalization of computer gaming. The MIT Press Cambridge, Massachusetts London, England.
  • Toran, M., Ulusoy, Z., Aydın, B., Deveci, T. and Akbulut, A. (2016). Evaluation of Mothers’ Views Regarding Children’s Use of Digital Game, Kastamonu Eğitim Dergisi, 24 (5): 2263-2278.
  • Van Dreunen, J. (2016). Welcome to the New Era: Games as Media. http://www.gamesindustry.biz/articles/2016-10-24-welcome-to-the-new-era-games-as-media (08.04.2016).
  • Yıldırım, E. (2016). Dijital Oyun Tasarım Programlarının Eğitimde Önemi, Mesleki Bilimler Dergisi, 5 (2): 12 – 19.
  • Yoo, B. and Donthu, N. (2001). Developing and Validating A Multidimensional Consumer Based Brand Equity Scale”, Journal of Business Research, 52 (1): 1-14.
  • Yüksekbilgili, Z. (2017). Marka Beğenilirlik Ölçeğinin Türkçeye Uyarlanması: Güvenilirlik ve Geçerlilik Çalışması, Journal of Yasar University, 12 (46): 171-180.
  • Web: https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ (21.04.2019).
  • Web: https://startupdostu.com/turkiyede-dijital-oyun-pazari-buyuyor-4060/ (28.05.2019).
  • Web: https://www.acunn.com/e-spor/turk-espor-takimlari-1127425-haber (28.05.2019).
  • Web: https://www.espor-turkiye193.com/espor-nedir/ (01.06.2019).
  • Web: https://www.redbull.com/tr-tr/turkiye-nin-en-iyi-espor-takimlari (04.06.2019).
  • Wolf, M. J. (2008). The Video Game Explosion. London: Greenwood Press.
Toplam 33 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Uluslararası Toplumsal Bilimler Dergisi Cilt 3 Sayı 1
Yazarlar

Bora Göktaş 0000-0003-2159-0241

Yayımlanma Tarihi 30 Haziran 2019
Yayımlandığı Sayı Yıl 2019 Cilt: 3 Sayı: 1

Kaynak Göster

APA Göktaş, B. (2019). LEVEL OF AWARENESS OF E-SPORTS CONCEPT AND ITS EFFECT ON IMAGE OF SPORTS CLUBS IN TURKEY. Uluslararası Toplumsal Bilimler Dergisi, 3(1), 68-85.