Electronic sports: A research on e-sportsmen in Turkey
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Abstract (EN)
Immense developments in technology has caused some new developments by affecting the sports area like other areas. One of these developments is elektronic sports. elektronic sports have some both physical and mental properties. These are: it is performed in virtual and computer environment, it does not require huge financial supply with regard to facilities and equipment compared to the traditional sports, the opportunity to perform this sport in anywhere in the world, avaliable for team game or individual game, and requires tools peculiar to its nature.The purpose of this study is to determine an inquiry prepared for his purpose qas applied via 22 gaming channel which electronix sportsmen usually use to 650 people on the net who do e-sports. Of the cities in the inquiry İstanbul was the first one with %12.9 and İzmir was the second with %12.4. Of the e-sportsmen in the research, %93.1 was male, %60.2 was between 19-25, monthly income of % 50.6 was 500YTL or below,%96.8 was single, and %80.9 were students. %67.11 of the participants have been performing this sports more than 4 years. %56.1 of these people participated in formal national tournaments, %59 in national and international private tournaments and %27.7 were awarded in these tournaments. Of the e-sportmen joined the research, %86.7 took part team categories, %39.7 were found out to have team or individual sponsors. It is understood that %97.5 of the answerers have personal computers at home and %67.8 of them do training at home. The ratio of the people who train less than 5 hours without internet connection is %61.5, and the ratio of the people who train more than 21 hours with internet connection is %50.3. when the tools of the electronic sportsmen are evaluated, Mouse is the first with %91.7 and headset is the second with %86.2. %76.6 of the participant chose the Counter-Strike:Source (FPS) game as the favourite one. As the reinforcing factor in performing electronic sports, entertainment is the first and e-sports love follows it as the second. Of the factors affecting the success, team game is the first and concentration is the second one. Mouse is the first one affecting the success of the aprticipant and the internet connection speed is the second. With regard to the attitudes to electronic sports, participants want to establish an e-sports federation and they join the idea to broadcast special programmes about e-sports in media.It has been found out that there are meaningful differences between reinforcing factor and sex, age and competition category. Meaningful differences have been found between electronic sports organization and competition category, experience year. It was found that team category participation in the international tournaments by the e-sportsmen is more than individual category participation and sportsmen in team category have more keyboards and Mouse pads than the e-sportsmen in indicidual category.Key Words: e-sport, Cyber Sport, Computer Game, Virtual Game
Author
Erkan Akın
How to Cite
Erkan Akın (Master Thesis). Electronic sports: A research on e-sportsmen in Turkey, 2008, Anadolu University.
Keywords
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