Rekreatif Bir Etkinlik Olarak E-Spor

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Özet

Referanslar

Aarø, L. E., Torgersen, A., & Strand, H. (2022). Physical and Mental Health in Esports: A Review of the Literature and Best Practices. Journal of Esports Medicine, 3(1), 14-26.

Anderson, C. A., & Dill, K. E. (2023). Video Games and Aggression: Review of the Literature. Current Directions in Psychological Science, 32(2), 130-137.

Barlett, C. P., Anderson, C. A., & Swing, E. L. (2011). Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press.

Bercovitz, K., Telfer, A., & Galea, S. (2021). The Relationship Between Gaming and Health: A Systematic Review of the Literature. Health Psychology Review, 15(3), 280-303.

Best, R., & O'Rourke, P. (2019). Recreation and Well-Being: The Evidence Base. Leisure Studies Association.

Birk, M., de Vreese, C., & Wirth, W. (2020). Exploring the Social Impact of Esports: From Competitive Play to Community Engagement. Media Psychology Review, 45(2), 112-123.

Brown, B. A., & Mehta, R. (2021). The Impact of Virtual Reality on Physical and Social Wellness. Journal of Digital Leisure, 15(3), 45-60.

Caldwell, L. L., & Hutchinson, S. L. (2021). Leisure and Health: The Role of Recreation and Leisure in Promoting Health and Well-Being. Routledge.

Cole, H., & Griffiths, M. D. (2007). Social interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior, 10(4), 575-583.

Cunningham, G. B., & Kwon, H. (2021). E-Sport and Social Identity: The Role of Digital Communities. Journal of Leisure Research, 53(3), 277-293.

Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). The effects of action video game experience on the time course of inhibition of return of visual attention. Attention, Perception, & Psychophysics, 71(2), 134-147.

Fitzgerald, R. (2021). Digital Recreation and Social Well-Being: The New Era of Play. Leisure Studies Journal, 39(4), 310-324.

Fuster, H., Llorente, A., & García, J. (2022). Physical and Psychological Health Effects of E-Sports: An Integrated Review. Journal of Sport & Exercise Psychology, 44(1), 123-134.

Fuster, H., Martínez, S., & Jiménez, S. (2019). The Psychology of Esports: Cognitive Benefits and Competitive Play. Cyberpsychology & Behavior, 22(3), 34-42.

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The Benefits of Playing Video Games. American Psychologist, 69(1), 66-78.

Griffiths, M. D., Davies, M., & Chappell, D. (2020). Video Games and Health: What the Science Tells Us. Journal of Psychological Research, 12(2), 201-215.

Hamari, J., Koivisto, J., & Sarsa, H. (2017). Does Gamification Work?--A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Annual Hawaii International Conference on System Sciences, 3025-3034.

Huang, C. Y., & Chen, F. F. (2022). Digital Recreation and Its Impact on Physical Activity Levels. Journal of Health and Technology, 8(1), 77-89.

Hutchinson, S. L., Caldwell, L. L., & Schafer, M. (2022). Leisure and Technology: Digital Trends in Recreation and Health. Leisure Science Review, 47(3), 114-130.

Iwasaki, Y., & Schneider, I. E. (2020). Recreation, Leisure, and Well-Being. Springer.

Király, O., Demetrovics, Z., & Griffiths, M. D. (2020). The Role of Technology in Video Game Addiction and Recovery. Addiction Research & Theory, 28(5), 416-427.

Kuss, D. J., & Griffiths, M. D. (2012). Internet Gaming Addiction: A Systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10(2), 278-296.

Lee, J. H., Lee, J., & Choi, Y. (2020). The Role of Enjoyment and Social Influence in Esports Spectatorship. International Journal of Human-Computer Interaction, 36(8), 760-772.

Lemola, S., Perkinson-Gloor, N., Brand, S., & Dewald-Kaufmann, J. F. (2015). Adolescents' Computer Game Playing, Sleep, and Psychosocial Adjustment. Journal of Youth and Adolescence, 44(1), 10-22.

Liu, Y., Zhang, Y., & Wang, Z. (2023). Online Communities and Social Support in Digital Recreation. International Journal of Digital Wellness, 5(2), 33-47.

Russoniello, C. V., O'Connor, D. B., & Parks, J. M. (2009). A Review of the Psychological Effects of Video Games. Journal of CyberTherapy & Rehabilitation, 2(1), 1-12.

Schneider, E., Lee, J. H., & Smith, R. (2020). Visual Strain and Fatigue in Esports: A Review of the Literature and Current Trends. Ergonomics, 63(1), 44-55.

Shin, W., Cho, H., & Lee, S. (2020). Social and Cognitive Benefits of Esports. Journal of Esports Studies, 15(2), 98-110.

Stewart, L., & Moen, T. (2023). Social Connectedness in the Digital Age: Reimagining Recreation in a Virtual World. Leisure Studies Quarterly, 21(1), 45-59.

Teng, C. C., Wang, C. C., & Chen, S. H. (2020). Exploring the Relationships Between E-Sports Participation and Well-Being. International Journal of Human-Computer Interaction, 36(8), 698-711.

Teng, C. C., Wang, C. C., & Chen, S. H. (2020). Exploring the Relationships Between E-Sports Participation and Well-Being. International Journal of Human-Computer Interaction, 36(8), 698-711.

Wang, Y., Lee, S. W., & Shao, W. (2021). The Role of E-Sports in the Development of Social Communities and Entertainment Networks. Journal of Digital Media & Policy, 12(4), 43-56.

Referanslar

Aarø, L. E., Torgersen, A., & Strand, H. (2022). Physical and Mental Health in Esports: A Review of the Literature and Best Practices. Journal of Esports Medicine, 3(1), 14-26.

Anderson, C. A., & Dill, K. E. (2023). Video Games and Aggression: Review of the Literature. Current Directions in Psychological Science, 32(2), 130-137.

Barlett, C. P., Anderson, C. A., & Swing, E. L. (2011). Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press.

Bercovitz, K., Telfer, A., & Galea, S. (2021). The Relationship Between Gaming and Health: A Systematic Review of the Literature. Health Psychology Review, 15(3), 280-303.

Best, R., & O'Rourke, P. (2019). Recreation and Well-Being: The Evidence Base. Leisure Studies Association.

Birk, M., de Vreese, C., & Wirth, W. (2020). Exploring the Social Impact of Esports: From Competitive Play to Community Engagement. Media Psychology Review, 45(2), 112-123.

Brown, B. A., & Mehta, R. (2021). The Impact of Virtual Reality on Physical and Social Wellness. Journal of Digital Leisure, 15(3), 45-60.

Caldwell, L. L., & Hutchinson, S. L. (2021). Leisure and Health: The Role of Recreation and Leisure in Promoting Health and Well-Being. Routledge.

Cole, H., & Griffiths, M. D. (2007). Social interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior, 10(4), 575-583.

Cunningham, G. B., & Kwon, H. (2021). E-Sport and Social Identity: The Role of Digital Communities. Journal of Leisure Research, 53(3), 277-293.

Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). The effects of action video game experience on the time course of inhibition of return of visual attention. Attention, Perception, & Psychophysics, 71(2), 134-147.

Fitzgerald, R. (2021). Digital Recreation and Social Well-Being: The New Era of Play. Leisure Studies Journal, 39(4), 310-324.

Fuster, H., Llorente, A., & García, J. (2022). Physical and Psychological Health Effects of E-Sports: An Integrated Review. Journal of Sport & Exercise Psychology, 44(1), 123-134.

Fuster, H., Martínez, S., & Jiménez, S. (2019). The Psychology of Esports: Cognitive Benefits and Competitive Play. Cyberpsychology & Behavior, 22(3), 34-42.

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The Benefits of Playing Video Games. American Psychologist, 69(1), 66-78.

Griffiths, M. D., Davies, M., & Chappell, D. (2020). Video Games and Health: What the Science Tells Us. Journal of Psychological Research, 12(2), 201-215.

Hamari, J., Koivisto, J., & Sarsa, H. (2017). Does Gamification Work?--A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Annual Hawaii International Conference on System Sciences, 3025-3034.

Huang, C. Y., & Chen, F. F. (2022). Digital Recreation and Its Impact on Physical Activity Levels. Journal of Health and Technology, 8(1), 77-89.

Hutchinson, S. L., Caldwell, L. L., & Schafer, M. (2022). Leisure and Technology: Digital Trends in Recreation and Health. Leisure Science Review, 47(3), 114-130.

Iwasaki, Y., & Schneider, I. E. (2020). Recreation, Leisure, and Well-Being. Springer.

Király, O., Demetrovics, Z., & Griffiths, M. D. (2020). The Role of Technology in Video Game Addiction and Recovery. Addiction Research & Theory, 28(5), 416-427.

Kuss, D. J., & Griffiths, M. D. (2012). Internet Gaming Addiction: A Systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10(2), 278-296.

Lee, J. H., Lee, J., & Choi, Y. (2020). The Role of Enjoyment and Social Influence in Esports Spectatorship. International Journal of Human-Computer Interaction, 36(8), 760-772.

Lemola, S., Perkinson-Gloor, N., Brand, S., & Dewald-Kaufmann, J. F. (2015). Adolescents' Computer Game Playing, Sleep, and Psychosocial Adjustment. Journal of Youth and Adolescence, 44(1), 10-22.

Liu, Y., Zhang, Y., & Wang, Z. (2023). Online Communities and Social Support in Digital Recreation. International Journal of Digital Wellness, 5(2), 33-47.

Russoniello, C. V., O'Connor, D. B., & Parks, J. M. (2009). A Review of the Psychological Effects of Video Games. Journal of CyberTherapy & Rehabilitation, 2(1), 1-12.

Schneider, E., Lee, J. H., & Smith, R. (2020). Visual Strain and Fatigue in Esports: A Review of the Literature and Current Trends. Ergonomics, 63(1), 44-55.

Shin, W., Cho, H., & Lee, S. (2020). Social and Cognitive Benefits of Esports. Journal of Esports Studies, 15(2), 98-110.

Stewart, L., & Moen, T. (2023). Social Connectedness in the Digital Age: Reimagining Recreation in a Virtual World. Leisure Studies Quarterly, 21(1), 45-59.

Teng, C. C., Wang, C. C., & Chen, S. H. (2020). Exploring the Relationships Between E-Sports Participation and Well-Being. International Journal of Human-Computer Interaction, 36(8), 698-711.

Teng, C. C., Wang, C. C., & Chen, S. H. (2020). Exploring the Relationships Between E-Sports Participation and Well-Being. International Journal of Human-Computer Interaction, 36(8), 698-711.

Wang, Y., Lee, S. W., & Shao, W. (2021). The Role of E-Sports in the Development of Social Communities and Entertainment Networks. Journal of Digital Media & Policy, 12(4), 43-56.

Gelecek

28 Ocak 2025

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