Opiniones de estudiantes universitarios sobre los deportes electrónicos como actividad de ocio

Autores

DOI:

https://doi.org/10.17162/au.v12i3.1100

Palavras-chave:

Ocio, E-Sports, estudiantes universitarios, técnica de investigación cualitativa.

Resumo

El objetivo de este estudio es examinar la opinión de estudiantes universitarios que practican el E-Sports como actividad de ocio sobre el tema. La población de la investigación consta de 100 (60 hombres y 40 mujeres) estudiantes que estudian en la Universidad de Hitit, la Facultad de Ciencias del Deporte y diferentes departamentos. En la recopilación de datos se utilizó un cuestionario electrónico que consta de dos partes. En la primera parte, información personal y en la segunda parte, se utilizó un formulario semiestructurado para determinar las opiniones de los participantes sobre los E-Sports. Los métodos de recopilación de datos cuantitativos y cualitativos se utilizaron juntos. Las preguntas cerradas de la encuesta se analizaron de acuerdo con el análisis cuantitativo, y las respuestas dadas a las preguntas abiertas de la encuesta se analizaron de acuerdo con las técnicas de análisis cualitativo. En la evaluación de los datos, se categorizaron las opiniones de los estudiantes quitando los códigos de las respuestas dadas al formulario de opinión. En resumen, se espera que se cree conciencia sobre los deportes electrónicos en la sociedad, lo que hará que la federación en Turquía se vuelva activa y el apoyo de las universidades aumente gradualmente. Sin embargo, es posible que los estudiantes evalúen los deportes electrónicos como una actividad de tiempo libre y lo planifiquen como una carrera en el futuro.

Downloads

Não há dados estatísticos.

Referências

Bahçeşehir Üniversitesi (2017). Bahçeşehir Üniversitesi'nden Türkiye'de Bir İlk: ESPOR Bursu. İstanbul. http://www.hurriyet. com.tr/teknoloji/1-milyon-tllik-e-spor-bursu-40660809

Baltacı, A. (2017). Avrupa Okullarında Dini Simgelerin Yasallığı. Cumhuriyet İlahiyat Dergisi, 21 (1), 45-80. https://doi.org/10.18505/cuid.286581

Banyai F., Griffiths M. D., Kiraly O. & Demetrovics Z. (2018). The psychology of E-Sports: a systematic literature review. J Gambing Behav. 35 (4): 1–15. https://doi.org/10.1007/s10899-018-9763-1

Bergeron, B. (2006) Developing Serious Games. Massachusetts: Charles River Media. https://grendelgames.com/privacy/.

Binark, M., & Bayraktutan, G. (2011). Gamers on the digital gaming culture map: habitus and career derivatives of digital gamers. İstanbul, Turkey: Alternatif Bilişim.

Civan-Kemiksiz, R. (2019). Habitati of online addiction: The relationship between online players and e-sports activities and game addiction. [Master Thesis]. İstanbul University Institute of Social Sciences.

Coakley, J. J. (1980). Play, games, and sport: Developmental implications for young people. Journal of sport Behavior, 3 (3), 99. https://www.cabdirect.org/cabdirect/abstract/19831800011

Creswell, J.W. (2003). Research design: Qualitative, quantitative, and mixed methods approaches. California: Sage Publications Inc.

Çolak, S., Örs A., Çolak E., Son M., Güzelordu D., Çolak T. & Yargıcı M. (2018). Research on knowledge level of faculty of sports science students about e-sports. KosBed, 35: 121 – 127. https://dergipark.org.tr/tr/download/article-file/645747

Demir, C. (2018). Problems of flexible employees in the science sector: A study on e-sports sector employees. [Master Thesis].Çanakkale Onsekiz Mart University.

Goffman, E. (2016). Presentation of self in daily life. New York: Metis Publishing.

Guba, E. G. (1981). Criteria for assessing the trustworthiness of naturalistic inquiries. Educational Technology research and development, 29 (2), 75-91. https://link.springer.com/content/pdf/10.1007/BF02766777.pdf

Gül, M., Gül, O. & Uzun, R. N. (2019). Participation motivation scale for e-sports: validity and reliability study (PMSES). Turkish Journal of Sport and Exercise, 21 (2), 281-294. DOI: 10.15314/tsed.563111

Güler G. (2019). Esports from leisure time marketi̇ng perspective [Master Thesis].Yaşar University Institute of Social Sciences.

Karaküçük, S. (1999). Rekreasyon Boş Zaman Değerlendirme. Ankara: Bağırgan Yayınevi.

Kartal, M. (2020). E-sports in Turkey within the context of globalization. [Doctorate Thesis]. İnönü University Institute of Health Sciences.

MacDonald, K. & Tipton, C. (1996). “Using documents”, N.Gilbert (ed.), Researching Social Life. London: Sage. 187-200.

Martončik, M. (2015). E-Sports: playing just for fun or playing to satisfy life goals? Comput Human Behav. 48: 208–11. https://doi.org/10.1016/j.chb.2015.01.056

McCree. R. (2009). Sport policy and the new public management in the Caribbean. Public Management Rewiew.11(4): 461-476. https://doi.org/10.1080/14719030902989532

Menteş, G. (2019). Investigation of mental toughness and cognitive flexibility of sports speaking with E-sports and traditional sports. [Master Thesis]. Muğla Sıtkı Koçman University Institute of Health Sciences.

Miles, M. B., & Huberman, A. M. (1994). An Expanded Sourcebook: Qualitative Data Analysis (2° edition). Thousand Oaks, CA: SAGE Publications, Inc.

Muller-Lietzkow J. (2006). Sport im jahr 2050: E-Sport! oder: ıst E-Sport sport? Medien + Erziehung Merz, Zeitschrift für Medienpädagogik. 6: 102–112. https://www.bisp-surf.de/Record/JOI200600060100921

Ocak, M. H. (2020). Comparison of e-sports and sports in terms of navigator motivations and reasons for preference. [Master Thesis]. Bolu Abant İzzet Baysal University Institute of Graduate Programs.

Özgören Şen, F. & Öztek, M. (2017). An overview of activities in the context of leisure marketing. Kırklareli University Journal of the Faculty of Economics and Administrative Science. 6 (3): 58-71. https://dergipark.org.tr/en/download/article-file/371271

Özsoy S. & Kalafat Çat A. (2018). New form of sport in virtual environment: E-sports. Journal of Social and Humanities Science Research. 5 (31): 4776-4784. https://www.researchgate.net/publication/341384324_SANAL_ORTAMDA_SPORUN_YENI_FORMU_E-SPOR

Patton, M. Q. (2002). Qualitative research and evaluation methods (3rd ed). Thousand Oaks, CA: Sage Publications.

Sarı E. & Harta G. (2019). E-Sports behaviours of high school and university students: a research on the twitch platform. Kocaeli University Faculty of Communication Research Journal, 13: 184-206. https://dergipark.org.tr/tr/download/article-file/1721667

Seo, Y. (2013). Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 29 (13-14), 1542-1560. DOI:10.1080/0267257X.2013.822906

Suits, B. (2007). The elements of sport. Ethics in sport. 2, 9-19. https://www.cabdirect.org/cabdirect/abstract/20073163431

Şenses, M. (2020). A critical evaluation on hobby, game, sport and E-Sport. Uludağ University Faculty of Arts and Sciences Journal of Social Sciences. 21 (39): 983-1007. DOI: 10.21550/sosbilder.704047

Tanrıöven Yazıcı, Z. (2018). A new world:e-sport. Comparison of mass of e-sport and football. [Master Thesis]. İstanbul Bilgi University Institute of Graduate Programs.

Türkiye İstatistik Kurumu (2019). İstatistiklerle Gençlik. TÜİK. https://data.tuik.gov.tr/Bulten/Index?p=Istatistiklerle-Genclik-2019-33731

Wagner, M. G. (2006). On the scientific relevance of E-Sports. Proceedings of the 2006 International Conference on Internet Computing and Conference on Computer Game Development, (437-440). https://www.researchgate.net/publication/22096820

Weiss, T. (2011). Fulfilling the Needs of E-Sports Consumers: a Uses and Gratifications Perspective. BLED 2011 Proceedings. https://domino.fov.uni-mb.si/proceedings.nsf/Proceedings/843B0091BCCFEF5CC12578FA00385774/$File/P41_Weiss.pdf

Witkowski, E., Hutchins, B. & Carter, M. (2013). E-Sports on the Rise?: Critical Considerations on the Growth and Erosion of Organized Digital Gaming Competitions. 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, ACM, New York. DOI: 10.1145/2513002.2513008

Wooffitt, R. (1996). “Analysing Accounts”, N. Gilbert (ed.), Researching Social Life. London: Sage 287-305.

Yıldırım, A. ve Şimşek, H. (2005). Sosyal Bilimlerde Nitel Araştırma Yöntemleri. Ankara: Seçkin Publishing.

Yılmaz, B. (2020). The effects of e-sports players' perceived social supports, family climates and adult attachment styles on game addiction [Master Thesis]. Hacettepe University Institute of Social Sciences.

Yılmaz R. & Karaoğlan Yılmaz G. (2019). İnvestigation of the opinions of students of faculty of sport sciences about electronic sports (E-sports). II. International Symposium of Academic Studies on Education and Culture, 12-14 September 2018, Denizli, 338-344. . https://acikerisim.bartin.edu.tr/bitstream/handle/11772/1941/Elektronik_Spor_E-Spor_tam%20metin.pdf?sequence=4&isAllowed=y

Yükçü S. & Kaplanoğlu E. (2018). E-sports ındustry. International Journal of Economics and Administrative Studies. 533–550. DOI: 10.18092/uli

Publicado

2022-04-22

Como Citar

Demirtaş, Özlem, & ÜNLÜ, Çisem . (2022). Opiniones de estudiantes universitarios sobre los deportes electrónicos como actividad de ocio. Apuntes Universitarios, 12(3), 1–16. https://doi.org/10.17162/au.v12i3.1100