The rapid development of technology news has affected all areas as well as sports news and has caused new arrival. Both playing and watching competitive video games and computer games have created the concept of electronic sports. One of the most important features is to play individually and as a team and to require natural sports. At least 400 million people in the world are e-sports viewers, more than 100 million people are e-sports players and at least 7 million people in our country are e-sports players and viewers. With the development of technology, we see the effect of this development in sports and sports branches. With the improvements made in the field of internet and technology and the expansion of the current network platform, the name ESports (electronic sports), which has emerged as a new sports field, has now become a profession, and invested in countries. It also appears as one of the investment channels. In this field, which is based on games and develops such a global impact from day to day, the age of the individuals who are interested in the professional framework is one of the areas that should be considered. Big companies making sponsorship agreements with serious expenditures, called the game framework of this field, and revealing the conceptual information of this field, which continues to be influential today. To the literature to guide academic studies in the field of e-sports.
Keywords: Gaming; digital gaming; e-sports; e-sports industry; e-sports dynamics
Teknoloji haberlerinin hızlı gelişimi, spor haberlerinin yanı sıra tüm alanları etkilemiş ve yeni haberlerin gelmesine neden olmuştur. Rekabetçi video oyunlarını ve bilgisayar oyunlarını hem oynamak hem de izlemek elektronik spor kavramını yarattı. En önemli özelliklerinden biri, bireysel ve takım hâlinde oynaması ve doğa sporlarını gerektirmesidir. Dünyada en az 400 milyon kişi e-spor izleyicisi, 100 milyondan fazla kişi e-spor oyuncusu ve ülkemizde en az 7 milyon kişi e-spor oyuncusu ve izleyicisidir. Teknolojinin gelişmesiyle birlikte bu gelişimin etkisini spor ve spor dallarında da görmekteyiz. İnternet ve teknoloji alanında yapılan iyileştirmeler ve mevcut network platformunun yaygınlaşması ile birlikte yeni bir spor dalı olarak ortaya çıkan E-Spor (elektronik sporlar) adı, artık bir meslek hâline gelmiş ve ülkelere yatırımlar yapılmıştır. Yatırım kanallarından biri olarak da karşımıza çıkmaktadır. Temeli oyunlara dayanan ve günden güne böylesine küresel bir etki geliştiren bu alanda, mesleki çerçeveye ilgi duyan bireylerin yaşı da dikkat edilmesi gereken alanların başında gelmektedir. Ciddi harcamalar ile sponsorluk anlaşmaları yapan büyük firmalar, bu alanın oyun çatısı olarak adlandırılmakta ve günümüzde de etkisini sürdüren bu alanın kavramsal bilgilerini ortaya koymaktadır. E-spor alanında akademik çalışmalara yol gösterecek literatüre olumlu katkıda bulunacağı düşünülmektedir.
Anahtar Kelimeler: Oyun; dijital oyun; e-spor; e-spor endüstrisi; e-spor dinamikleri
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