NEW FORM OF SPORT IN VIRTUAL ENVIRONMENT: E-SPORTS


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Authors

DOI:

https://doi.org/10.26450/jshsr.949

Keywords:

E-sports, digital games, digital sports

Abstract

In Turkey, as in the whole world, with the widespread use of the Internet, it has increased interest in digital games. Nowadays, computer games are being played professionally among the young generation. "E-sports" and named as a "sports" category is classified as electronic sports, as well as in the world find numbers million in Turkey has reached the audience. E-sports is defined as playing some computer games with professional players participating in professional leagues. Besiktas and Fenerbahce clubs with names of e-sports competitions are made. E-sports has reached an important financial dimension with many players today. Many large companies operating throughout the country provide sponsorship support. The aim of this study is to reveal the approaches of amateur players who play e-sports game to e-sports. In this study, qualitative research method was used and a focus group interview was conducted with 4 male participants of Bolu Abant İzzet Baysal University Faculty of Communication who played e-sports game (League of Legends). The interviews were analyzed and the results of the coding were evaluated in 6 themes. Participants reported that they had been playing computer games from elementary school and were still playing online games. Two of the participants said that they played 17-18 hours a day. Participants; they play computer games for reasons such as entertainment, friends, excitement, recognition, recognition. Games are usually played between male players. Two of the participants stated that they saw computer games as sports and improved their reflexes. Participants also emphasized that e-sports attracted a large audience in interactive channels as well as playing games. Participants noted that they had earned income by playing computer games, and that money-winning players were role models for them. Violence tendency, slang and negative examples are frequently encountered in games

Published

2018-12-31

How to Cite

ÖZSOY, S., & KALAFAT ÇAT, A. (2018). NEW FORM OF SPORT IN VIRTUAL ENVIRONMENT: E-SPORTS. INTERNATIONAL JOURNAL OF SOCIAL HUMANITIES SCIENCES RESEARCH, 5(31), 4776–4784. https://doi.org/10.26450/jshsr.949