Esport viewership in Turkey in terms of digital media usage
2020
0 views
0 downloads
Advisor: Dr. Öğr. Üyesi Göksel Aymaz
Abstract (EN)
This research, which is maintained in terms of the Theory of Uses and Gratifications (UG Theory) and consists of three stages, aims to offer a detailed profile about the sports spectators in Turkey in order to contribute directly to the development of sports industry in Turkey. While the first and second parts of these stages constitute the External Motivation Scale For the 7-likert type Sports Spectators (EMSSS) and the İnternal Motivation Scale For the 7-likert type Sports Spectators (IMSSS), which show the statistical competencies that can be used in the main study, the third part constitutes the use of digital media and personal information forms. The basis of this research consists of three stages is the audience in Turkey, who watch esports events. The sample group is composed of 525 people who were selected by the criterion sampling method on this basis and thought to be sufficient within the scope of the research. After the necessary analysis is made on the current sample, when the results are summarized according to the research findings; it is found that various social media platforms (Twitch TV and YouTube) used to watch esports events and the frequency of use of these platforms affect a variety of factors in terms of intrinsic and extrinsic motivations, such as the age range, educational status, job status, the most watched esports games and active participation in the watched esports game. For this reason, in the context of digital media use (social media platforms used and the frequency of use of these platforms), it is observed that the situations of need differ due to intrinsic and extrinsic motivations. As a result of this difference, it can be said that esports spectators are in an active position (which confirms the Theory of Active Audience). In this case, suggestions on making a large structure of esports audience, which can directly contribute to the development of esports industry, are included in this research.
Author
Dr. Ayberk İçli
Institution
Marmara University
Radyo Televizyon Bilim Dalı
How to Cite
Ayberk İçli (Master Thesis). Esport viewership in Turkey in terms of digital media usage, 2020, Marmara University.
Keywords
License
Tüm Hakları Saklıdır
This work is shared under the specified license terms.
More theses from Marmara University
- Ahmed Muharrem ve Şiirinin Ana Temaları(2022)
- Occupational folklore in Ardahan and a research on the vocational education(2020)
- Hezbollah in Israel strategic culture(2020)
- Teachers' views on applicaility of field-specific competencies of primary school math teaching and suggestions(2020)
- Alteration of chair design in the context of material and production technologies from 20th century to the present(2020)
- Investigating the effects of verbal communicationdisturbance and nonverbal sensitivity on socialfunctioning in schizophrenia patients(2020)