E-Spor’da Bağımlılık ve Sağlıklı Oyun Alışkanlıkları
Özet
Referanslar
Abanazir, C. (2019). Institutionalisation in E-Sports. Sport, Ethics and Philosophy, 13(2), 117-131. https://doi.org/10.1080/17511321.2018.1453538
Abbas, B. K., Jasim, A. I., & Nsaif, W. S. (2019). A Comparative Study of the Growth of Electronic Sports in the World and the Important Global E-Sports Achievements. International Journal of Computer Science and Mobile Computing, 1(8), 144-153. https://www.academia.edu/download/59507903/V8I120192920190604-37692-q8c363.pdf
Advisers (US), C. of E. (2017). The underestimated cost of the opioid crisis. Executive Office of the President of the United States, Council of Economic ….
Aksoy, Z., & Erol, S. (2021). Digital game addiction and lifestyle behaviors in Turkish adolescents. Clinical and Experimental Health Sciences, 11(3), 589-597. https://dergipark.org.tr/en/pub/clinexphealthsci/issue/65106/885988
Arslan, S., & Bulut, M. (2021). Spor bilimleri alanı akademisyenlerinin e-spora bakış açılarının incelenmesi. OPUS International Journal of Society Researches, 18(41), 3448-3470. https://dergipark.org.tr/en/pub/opus/issue/62702/835215
Bandura, A. (1977). Social learning theory. Englewood Cliffs. https://www.academia.edu/download/90990222/Kelompok_4_Materi_Gestalt_Bandura.pdf
Basha, E. (2021). The relationship between game addiction and personality traits. Erciyes Journal of Education, 5(2), 149-160. https://dergipark.org.tr/en/pub/eje/issue/65537/871051
Bhagat, S., Jeong, E. J., & Kim, D. J. (2020). The Role of Individuals’ Need for Online Social Interactions and Interpersonal Incompetence in Digital Game Addiction. International Journal of Human–Computer Interaction, 36(5), 449-463. https://doi.org/10.1080/10447318.2019.1654696
Blinka, L. (2015). Online gaming addiction: The role of avatars and sociability of gamers. Brno, Czechia: Masaryk University Faculty of Social Studies. https://is.muni.cz/th/gkamb/Online_gaming_addiction_Archive.pdf
Chang, C. J., Putukian, M., Aerni, G., Diamond, A. B., Hong, E. S., Ingram, Y. M., Reardon, C. L., & Wolanin, A. T. (2020). Mental Health Issues and Psychological Factors in Athletes: Detection, Management, Effect on Performance, and Prevention: American Medical Society for Sports Medicine Position Statement. Clinical Journal of Sport Medicine, 30(2). https://journals.lww.com/cjsportsmed/fulltext/2020/03000/mental_health_issues_and_psychological_factors_in.8.aspx
Chang, S.-M., Hsieh, G. M., & Lin, S. S. (2018). The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing. Computers & Education, 122, 43-53. https://www.sciencedirect.com/science/article/pii/S0360131518300599
Chatterjee, M. K., Joshi, M. T., Saha, M. S., Sharma, M. D., Hore, M. T., & Kandpal, M. A. (2024). Digital Athletics: The Convergence of Esports and Traditional Sports. OrangeBooks Publication. https://books.google.com/books?hl=tr&lr=&id=_-cYEQAAQBAJ&oi=fnd&pg=PA75&dq=In+recent+years,+the+concept+of+electronic+sports,+or+e-sports+for+short,+has+frequently+appeared+on+the+global+agenda,+representing+a+comprehensive+process+in+which+digital+games+are+addressed+at+a+professional+level.&ots=vyKbxgtpbB&sig=LT8D7K3EyBloUdnxN2Effq8u0OE
Chen, Z. (2021). The Future and Development of E-Sports. https://scholarworks.bgsu.edu/hmsls_mastersprojects/89/
Cheng, C., & Li, A. Y. (2014). Internet Addiction Prevalence and Quality of (Real) Life: A Meta-Analysis of 31 Nations Across Seven World Regions. Cyberpsychology, Behavior, and Social Networking, 17(12), 755-760. https://doi.org/10.1089/cyber.2014.0317
Choo, H., Sim, T., Liau, A. K. F., Gentile, D. A., & Khoo, A. (2015). Parental Influences on Pathological Symptoms of Video-Gaming Among Children and Adolescents: A Prospective Study. Journal of Child and Family Studies, 24(5), 1429-1441. https://doi.org/10.1007/s10826-014-9949-9
Citaristi, I. (2022). United Nations Office on Drugs and Crime—UNODC. İçinde The Europa Directory of International Organizations 2022 (ss. 248-252). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003292548-54/united-nations-office-drugs-crime%E2%80%94unodc-ileana-citaristi
Cross, N. A. (2016). The relationship of online gaming addiction with motivations to play and craving [PhD Thesis, Bowling Green State University]. https://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435084396
D GRIFFITHS, M., Van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S., Müller, K., Dreier, M., Carras, M., & Prause, N. (2016). Working towards an international consensus on criteria for assessing Internet gaming disorder: A critical commentary on Petry et al.(2014). Addiction (Abingdon, England), 111(1), 167. https://pmc.ncbi.nlm.nih.gov/articles/PMC5699464/
Dal Yong, J. (2020). Historiography of Korean Esports: Perspectives on spectatorship. international Journal of Communication, 14, 3727-3745. https://ijoc.org/index.php/ijoc/article/view/13795
Derevensky, J., Marchica, L., Gilbeau, L., & Richard, J. (2022). Behavioral Addictions in Children: A Focus on Gambling, Gaming, Internet Addiction, and Excessive Smartphone Use. Içinde V. B. Patel & V. R. Preedy (Ed.), Handbook of Substance Misuse and Addictions (ss. 2941-2964). Springer International Publishing. https://doi.org/10.1007/978-3-030-92392-1_161
Di Chiara, G., & Bassareo, V. (2007). Reward system and addiction: What dopamine does and doesn’t do. Current opinion in pharmacology, 7(1), 69-76. https://www.sciencedirect.com/science/article/pii/S1471489206002001
Efrati, Y., Kolubinski, D. C., Marino, C., & Spada, M. M. (2023). Early Maladaptive Schemas are Associated with Adolescents’ Substance and Behavioral Addictions. Journal of Rational-Emotive & Cognitive-Behavior Therapy, 41(3), 690-709. https://doi.org/10.1007/s10942-022-00478-8
Formosa, J., O’Donnell, N., Horton, E. M., Türkay, S., Mandryk, R. L., Hawks, M., & Johnson, D. (2022). Definitions of Esports: A Systematic Review and Thematic Analysis. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-45. https://doi.org/10.1145/3549490
Friehs, M. A., Klarkowski, M., Frommel, J., Phillips, C., & Mandryk, R. L. (2022). Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-29. https://doi.org/10.1145/3549494
Gardner, E. L. (2011). Addiction and brain reward and antireward pathways. Chronic Pain and Addiction, 30, 22-60. https://karger.com/Article/Abstract/324065
Gecikli, F. (2020). Digital addiction. New Communication Approaches in the Digitalized World, 1. https://books.google.com/books?hl=tr&lr=&id=M2fpDwAAQBAJ&oi=fnd&pg=PA1&dq=history+of+digital+addiction&ots=azLmmEz4h2&sig=18v058FkJVN0cxHjRWu4G9O-dcI
Greer, M. (2017). “Esports” do not have a place in the Olympic games. UWIRE Text, 1-1. https://go.gale.com/ps/i.do?p=AONE&sw=w&issn=&v=2.1&it=r&id=GALE%7CA523772317&sid=googleScholar&linkaccess=abs
GRIFFITHS, M. (2008). 8—INTERNET AND VIDEO-GAME ADDICTION. İçinde C. A. Essau (Ed.), Adolescent Addiction (ss. 231-267). Academic Press. https://doi.org/10.1016/B978-012373625-3.50010-3
Güngör Gülsoy, S., & Tunca, M. Z. (2024). E-Spor Oyuncularının Motivasyonu Üzerine Bir Araştırma. Süleyman Demirel Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 29(2), 74-84. https://dergipark.org.tr/tr/pub/sduiibfd/issue/86911/1406189
Hamer, R., & Besombes, N. (2024). Esports Genres and Games. İçinde Routledge Handbook of Esports (ss. 42-53). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-6/esports-genres-games-russell-hamer-nicolas-besombes
Hansen, D. (2016). Game on!: Video game history from Pong and Pac-Man to Mario, Minecraft, and more (C. 1). Macmillan.
Hanz, A. (2020). Exploring The Esports Environment. Degree Programme in Business Administration. Turku University of Applied Sciences. Turku, Finlândia. https://www.academia.edu/download/115861866/323460944.pdf
Happonen, A., & Minashkina, D. (2019). Professionalism in esport: Benefits in skills and health & possible downsides. https://lutpub.lut.fi/bitstream/handle/10024/162037/LutPub__final__version.pdf
Harm, M., Hope, M., & Household, A. (t.y.). American Psychiatric Association, 2013, Diagnostic and Statistical Manual of Mental Disorders, 5th edn, Washington, DC: American Psychiatric Association Anderson, J, Sapey, B, Spandler, H (eds), 2012, Distress or Disability?, Lancaster: Centre for Disability Research, www. lancaster. ac. uk. Arya, 347, 64. Geliş tarihi 02 Ocak 2025, gönderen https://www.cambridge.org/core/services/aop-cambridge-core/content/view/948D9B9E10A00A60AC18913C70ED2651/stamped-9781447314592bib_p293-332_CBO.pdf/references.pdf
Henderson, E. C. (2009). Understanding addiction. Univ. Press Of Mississippi. https://books.google.com/books?hl=tr&lr=&id=DS_9DYrhNakC&oi=fnd&pg=PR5&dq=what+is+an+addiction&ots=d4k531rr9Z&sig=-E_LYIkLQavuJEx-1-BdBKIL4Ns
Hindin, J., Hawzen, M., Xue, H., Pu, H., & Newman, J. (2020). E-sports. İçinde Routledge handbook of global sport (ss. 405-415). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781315714264-36/sports-jacob-hindin-matthew-hawzen-hanhan-xue-haozhou-pu-joshua-newman
Hoffman, B., & Nadelson, L. (2010). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 58(3), 245-270. https://doi.org/10.1007/s11423-009-9134-9
Jacobson, J. (2021). The essential guide to the business & law of esports & professional video gaming. CRC Press. https://www.taylorfrancis.com/books/mono/10.1201/9781003143963/essential-guide-business-law-esports-professional-video-gaming-justin-jacobson
Jenny, S. E., Schelfhout, S., & Besombes, N. (2024). Esports in the Olympics. İçinde Routledge Handbook of Esports (ss. 493-508). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-54/esports-olympics-seth-jenny-sam-schelfhout-nicolas-besombes
Ji, Y., & Wong, D. F. K. (2023). Effectiveness of an integrated motivational cognitive–behavioral group intervention for adolescents with gaming disorder: A randomized controlled trial. Addiction, 118(11), 2093-2104. https://doi.org/10.1111/add.16292
Jo, Y. S., Bhang, S. Y., Choi, J. S., Lee, H. K., Lee, S. Y., & Kweon, Y.-S. (2019). Clinical characteristics of diagnosis for internet gaming disorder: Comparison of DSM-5 IGD and ICD-11 GD diagnosis. Journal of clinical medicine, 8(7), 945. https://www.mdpi.com/2077-0383/8/7/945
Joanne DiFrancisco-Donoghue, Jerry Balentine, Gordon Schmidt, & Hallie Zwibel. (2019). Managing the health of the eSport athlete: An integrated health management model. BMJ Open Sport & Exercise Medicine, 5(1), e000467. https://doi.org/10.1136/bmjsem-2018-000467
Kahneman, D., & Tversky, A. (2013). Prospect Theory: An Analysis of Decision Under Risk. Içinde L. C. MacLean & W. T. Ziemba, World Scientific Handbook in Financial Economics Series (C. 4, ss. 99-127). WORLD SCIENTIFIC. https://doi.org/10.1142/9789814417358_0006
Karakose, T., Yıldırım, B., Tülübaş, T., & Kardas, A. (2023). A comprehensive review on emerging trends in the dynamic evolution of digital addiction and depression. Frontiers in psychology, 14, 1126815. https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1126815/full
Karhulahti, V.-M. (2017). Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, 74(1), 43-53. https://doi.org/10.1515/pcssr-2017-0010
Kee-Young, Y. (2020). POLICIES AND LEGISLATION OF E-SPORTS IN KOREA. International Sports Law Review Pandektis, 13. https://search.ebscohost.com/login.aspx?direct=true&profile=ehost&scope=site&authtype=crawler&jrnl=11093943&asa=N&AN=149237148&h=TJHw6qWqKQD%2FQ%2Bqw5HjjAtGsL4MhHAP5UjVq9uf%2Fr7Klj0LoN%2FcDPWYQsD1ESGDUtOZIiAeUbRvQr8SSMf7Abg%3D%3D&crl=c
Khantzian, E. J. (1987). The Self-Medication Hypothesis of Addictive Disorders: Focus on Heroin and Cocaine Dependence. Içinde D. F. Allen (Ed.), The Cocaine Crisis (ss. 65-74). Springer US. https://doi.org/10.1007/978-1-4613-1837-8_7
Khir, M. M., Maon, S. N., & Demong, N. A. R. (2022). Healthy eSport Engagement for eSport Athletes: A Proposal for A Research Framework. Journal of Entrepreneurship, Business and Economics; Vol 10 No 2 (2022): Theme: Contemporary Issues in Business and Management. http://www.scientificia.com/index.php/JEBE/article/view?path=
Kim, D., Nam, J. K., & Keum, C. (2022). Adolescent Internet gaming addiction and personality characteristics by game genre. Plos one, 17(2), e0263645. https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0263645
Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The rise of E-Sports and potential for Post-COVID continued growth. Sport in Society, 23(11), 1861-1871. https://doi.org/10.1080/17430437.2020.1819695
Király, O., Urbán, R., Griffiths, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., & Demetrovics, Z. (2015). The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey. J Med Internet Res, 17(4), e88. https://doi.org/10.2196/jmir.3515
Kirschner, M., Rabinowitz, A., Singer, N., & Dagher, A. (2020). From apathy to addiction: Insights from neurology and psychiatry. Progress in Neuro-Psychopharmacology and Biological Psychiatry, 101, 109926. https://www.sciencedirect.com/science/article/pii/S027858461930925X
Koob, G. F., & Moal, M. L. (1997). Drug Abuse: Hedonic Homeostatic Dysregulation. Science, 278(5335), 52-58. https://doi.org/10.1126/science.278.5335.52
Koob, G. F., & Volkow, N. D. (2010). Neurocircuitry of addiction. Neuropsychopharmacology, 35(1), 217-238. https://www.nature.com/articles/npp2009110
Kranzler, H. R., & Li, T.-K. (2008). What is addiction? Alcohol Research & Health, 31(2), 93. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3860451/
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. https://doi.org/10.1007/s11469-011-9318-5
Küçükvardar, M., & Türel, E. (2022). Covid-19 pandemisinde dijital oyun oynama düzeyi üzerine bir araştırma. Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 47, 47-58. https://dergipark.org.tr/en/pub/susbed/issue/69556/1010309
Kwok, C., Leung, P. Y., Poon, K. Y., & Fung, X. C. (2021). The effects of internet gaming and social media use on physical activity, sleep, quality of life, and academic performance among university students in Hong Kong: A preliminary study. Asian Journal of Social Health and Behavior, 4(1), 36-44. https://journals.lww.com/shbh/fulltext/2021/04010/the_effects_of_internet_gaming_and_social_media.7.aspx
Lam, A. T. W., Perera, T. P., Quirante, K. B. A., Wilks, A., Ionas, A. J., & Baxter, G. D. (2020). E-athletes’ lifestyle behaviors, physical activity habits, and overall health and wellbeing: A systematic review. Physical Therapy Reviews, 25(5-6), 449-461. https://doi.org/10.1080/10833196.2020.1843352
Lampropoulou, P., Siomos, K., Floros, G., & Christodoulou, N. (2022). Effectiveness of Available Treatments for Gaming Disorders in Children and Adolescents: A Systematic Review. Cyberpsychology, Behavior, and Social Networking, 25(1), 5-13. https://doi.org/10.1089/cyber.2021.0067
Li, R. (2017). Good luck have fun: The rise of eSports. Simon and Schuster. https://books.google.com/books?hl=tr&lr=&id=gF2CDwAAQBAJ&oi=fnd&pg=PT8&dq=International+tournaments++(e.g.,+League+of+Legends+World+Championship,+Dota+2+The+International),+feature+prize+pools+worth+tens+of+millions+of+dollars,+attract+millions+of+live+viewers,+and+receive+extensive+media+coverage.&ots=pvYoqI6B2y&sig=npq4STTBTbPld_d5D6_pDAzlB58
Lowood, H. (2012). A brief biography of computer games. İçinde Playing video games (ss. 27-46). Routledge. https://api.taylorfrancis.com/content/chapters/edit/download?identifierName=doi&identifierValue=10.4324/9780203873700-4&type=chapterpdf
Madden, D., & Harteveld, C. (2021). “Constant Pressure of Having to Perform”: Exploring Player Health Concerns in Esports. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1-14. https://doi.org/10.1145/3411764.3445733
Männikkö, N., Billieux, J., & Kääriäinen, M. (2015). Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults. Journal of behavioral addictions, 4(4), 281-288. https://akjournals.com/view/journals/2006/4/4/article-p281.xml
Marino, C., & Spada, M. M. (2017). Dysfunctional Cognitions in Online Gaming and Internet Gaming Disorder: A Narrative Review and New Classification. Current Addiction Reports, 4(3), 308-316. https://doi.org/10.1007/s40429-017-0160-0
Melodia, F., Canale, N., & Griffiths, M. D. (2022). The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review. International Journal of Mental Health and Addiction, 20(2), 996-1022. https://doi.org/10.1007/s11469-020-00422-w
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591-596. https://doi.org/10.1089/cyber.2010.0260
Migliore, L. (2021). What Is Esports? The Past, Present, and Future of Competitive Gaming. Içinde L. Migliore, C. McGee, & M. N. Moore (Ed.), Handbook of Esports Medicine (ss. 1-16). Springer International Publishing. https://doi.org/10.1007/978-3-030-73610-1_1
Montague, P. R., King-Casas, B., & Cohen, J. D. (2006). IMAGING VALUATION MODELS IN HUMAN CHOICE. Annual Review of Neuroscience, 29(1), 417-448. https://doi.org/10.1146/annurev.neuro.29.051605.112903
Mαραγκóς, Φ. (2024). Historic review of online games and their re-evolution as e-sports. https://amitos.library.uop.gr/xmlui/handle/123456789/8083
Nagorsky, E., & Wiemeyer, J. (2020). The structure of performance and training in esports. PLOS ONE, 15(8), e0237584. https://doi.org/10.1371/journal.pone.0237584
Novak, A. R., Bennett, K. J., Pluss, M. A., & Fransen, J. (2020). Performance analysis in esports: Modelling performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 15(5-6), 809-817. https://doi.org/10.1177/1747954120932853
Olsen, Y. (2022). What is addiction? History, terminology, and core concepts. Medical Clinics, 106(1), 1-12. https://www.medical.theclinics.com/article/S0025-7125(21)00109-7/abstract
Oprea, D.-C., Moldovan, M.-A., Chirija, R., & Bolos, A. (2021). Behavioural addictions and the role of dopamine. Bulletin of Integrative Psychiatry, 27(4), 63-70. https://go.gale.com/ps/i.do?id=GALE%7CA691009448&sid=googleScholar&v=2.1&it=r&linkaccess=abs&issn=145
Organization, W. H. (2004). Neuroscience of psychoactive substance use and dependence. World Health Organization. https://books.google.com/books?hl=tr&lr=&id=naYsDwAAQBAJ&oi=fnd&pg=PR11&dq=World+Health+Organization+(WHO).+(2004).+Neuroscience+of+psychoactive+substance+use+and+dependence.+World+Health+Organization&ots=nh4rukIj7H&sig=g-yKWwjcoxMhZELNxHxz0jRuM54
Organization, W. H. (2018a). Global status report on alcohol and health 2018. World Health Organization. https://books.google.com/books?hl=tr&lr=&id=qnOyDwAAQBAJ&oi=fnd&pg=PR7&dq=World+Health+Organization+(WHO).+(2018).+Global+status+report+on+alcohol+and+health+2018.+World+Health+Organization.&ots=a2nqTKug9o&sig=wWRmfvnVG11S0h-JInFJ2bD98tk
Organization, W. H. (2018b). ICD-11 for mortality and morbidity statistics (2018). https://pesquisa.bvsalud.org/portal/resource/pt/lis-46337
Organization, W. H. (2019). WHO report on the global tobacco epidemic, 2019: Offer help to quit tobacco use. World Health Organization. https://apps.who.int/iris/bitstream/handle/10665/326043/9789240029545-rus.pdf
Organization, W. H. (2024). Clinical descriptions and diagnostic requirements for ICD-11 mental, behavioural and neurodevelopmental disorders. World Health Organization. https://books.google.com/books?hl=tr&lr=&id=84gOEQAAQBAJ&oi=fnd&pg=PR3&dq=World+Health+Organization.+The+ICD-11+Classification+of+Mental+and+Behavioral+Disorders:+Diagnostic+Criteria+for+Research%3B+World+Health+Organization&ots=OhaOQyplT9&sig=h-MFR5Ft7YP0OCh001uj0ROs-N8
Ostinelli, E. G., Zangani, C., Giordano, B., Maestri, D., Gambini, O., D’Agostino, A., Furukawa, T. A., & Purgato, M. (2021). Depressive symptoms and depression in individuals with internet gaming disorder: A systematic review and meta-analysis. Journal of affective disorders, 284, 136-142. https://www.sciencedirect.com/science/article/pii/S0165032721001269
Ögel, K. (2020). Bağımlılık Asla Sadece Bağımlılık Değildir (C. 250). İletişim Yayınları. https://books.google.com/books?hl=tr&lr=&id=dJIqEAAAQBAJ&oi=fnd&pg=PT13&dq=k%C3%BCltegin+ogel+ba%C4%9F%C4%B1ml%C4%B1l%C4%B1k&ots=rI7V_AyZT5&sig=_3ujnz-JklbDZKc8Woa_YLVSd70
Palanichamy, T., Sharma, M. K., Sahu, M., & Kanchana, D. M. (2020). Influence of Esports on stress: A systematic review. Industrial Psychiatry Journal, 29(2). https://journals.lww.com/inpj/fulltext/2020/29020/influence_of_esports_on_stress__a_systematic.3.aspx
Pallavicini, F., Ferrari, A., & Mantovani, F. (2018). Video games for well-being: A systematic review on the application of computer games for cognitive and emotional training in the adult population. Frontiers in psychology, 9, 407892. https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2018.02127/full?ref=remote-work-inspiration-hub
Paris, J., & Phillips, J. (Ed.). (2013). Making the DSM-5: Concepts and Controversies. Springer New York. https://doi.org/10.1007/978-1-4614-6504-1
Parry, J. (2019). E-sports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3-18. https://doi.org/10.1080/17511321.2018.1489419
Paulus, F. W., Ohmann, S., Von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645-659. https://doi.org/10.1111/dmcn.13754
Pavlov, I. P. (1928). Lectures on Conditioned Reflexes...: Twenty-five years of objective study of the higher nervous activity (behaviour) of animals... translated from the Russian by WH Gantt... with the collaboration of G. Volborth... and an introduction by WB Cannon (C. 1). International publishers.
Philippidis, A. (2024). StockWatch: Nvidia Shares Leap Again after Reporting Record Revenues: Results lend credence to Goldman Sachs analyst’s boast that the AI giant trades ‘the most important stock on earth’. GEN Edge, 6(1), 166-171. https://doi.org/10.1089/genedge.6.01.032
Poulus, D. R., Sharpe, B. T., Jackman, P. C., Swann, C., & Bennett, K. J. M. (2024). Defining elite esports athletes: A scoping review. International Review of Sport and Exercise Psychology, 1-36. https://doi.org/10.1080/1750984X.2024.2386531
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14(2), 154-166. https://doi.org/10.1037/a0019440
Pu, H., Kim, J., & Daprano, C. (2021). Can esports substitute traditional sports? The convergence of sports and video gaming during the pandemic and beyond. Societies, 11(4), 129. https://www.mdpi.com/2075-4698/11/4/129
Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture, 15(1), 32-50. https://doi.org/10.1177/1555412019840892
Ronquillo, J. (2018). The Rise of Esports: The Current State of Esports, Its Impacts on Contract Law, Gambling, and Intellectual Property. Intell. Prop. & Tech. LJ, 23, 81. https://heinonline.org/hol-cgi-bin/get_pdf.cgi?handle=hein.journals/iprop23§ion=16
Rosell Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, 11(4), 464-476. https://doi.org/10.1080/17511321.2017.1318947
Ross, S., & Peselow, E. (2009). The neurobiology of addictive disorders. Clinical neuropharmacology, 32(5), 269-276. https://journals.lww.com/clinicalneuropharm/fulltext/2009/09000/The_Neurobiology_of_Addictive_Disorders.00007.aspx
Rumpf, H.-J., Achab, S., Billieux, J., Bowden-Jones, H., Carragher, N., Demetrovics, Z., Higuchi, S., King, D. L., Mann, K., & Potenza, M. (2018). Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective: Commentary on: A weak scientific basis for gaming disorder: Let us err on the side of caution (van Rooij et al., 2018). Journal of behavioral addictions, 7(3), 556-561. https://akjournals.com/view/journals/2006/7/3/article-p556.xml
Sanz-Matesanz, M., Martínez-Aranda, L. M., & Gea-García, G. M. (2024). Effects of a Physical Training Program on Cognitive and Physical Performance and Health-Related Variables in Professional esports Players: A Pilot Study. Applied Sciences, 14(7). https://doi.org/10.3390/app14072845
Schaffer, O., & Fang, X. (2019). Digital Game Enjoyment: A Literature Review. Içinde X. Fang (Ed.), HCI in Games (C. 11595, ss. 191-214). Springer International Publishing. https://doi.org/10.1007/978-3-030-22602-2_16
Scholz, T. M. (2019). eSports is Business: Management in the World of Competitive Gaming. Springer International Publishing. https://doi.org/10.1007/978-3-030-11199-1
Scott, D. A., Valley, B., & Simecka, B. A. (2017). Mental Health Concerns in the Digital Age. International Journal of Mental Health and Addiction, 15(3), 604-613. https://doi.org/10.1007/s11469-016-9684-0
Shah, A., Banner, N., Heginbotham, C., & Fulford, B. (2014). 7. American Psychiatric Association (2013) Diagnostic and Statistical Manual of Mental Disorders, 5th edn. American Psychiatric Publishing, Arlington, VA. 8. Bechara, A., Dolan, S. and Hindes, A.(2002) Decision-making and addiction (Part II): Myopia for the future or hypersensitivity to reward? Neuropsychologia, 40, 1690–1705. 9. Office of Public Sector Information (2005) The Mental Capacity Act 2005. http://www. Substance Use and Older People, 21(5), 9. https://books.google.com/books?hl=tr&lr=&id=bXTvBQAAQBAJ&oi=fnd&pg=RA1-PA9&dq=American+Psychiatric+Association.+(2013).+Diagnostic+and+statistical+manual+of+mental+disorders+(5th+ed.).+American+Psychiatric+Publishing&ots=AdIG5qZKw5&sig=LG5V69JmLJtGuvUt4pjXVV8UIBw
She, R., Lin, J., Wong, K. M., & Yang, X. (2024). Cognitive-behavioral statuses in depression and internet gaming disorder of adolescents: A transdiagnostic approach. Plos one, 19(7), e0304715. https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0304715
Shulze, J., Marquez, M., & Ruvalcaba, O. (2023). The Biopsychosocial Factors That Impact eSports Players’ Well-Being: A Systematic Review. Journal of Global Sport Management, 8(2), 478-502. https://doi.org/10.1080/24704067.2021.1991828
Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in human behavior, 75, 985-996. https://www.sciencedirect.com/science/article/pii/S0747563216307208
Skinner, B. F. (1965). Science and human behavior. Simon and Schuster. https://books.google.com/books?hl=tr&lr=&id=Pjjknd1HREIC&oi=fnd&pg=PA1&dq=Skinner,+B.+F.+(1953).+Science+and+human+behavior.+Macmillan.&ots=iSrhDyF8kO&sig=irZ5N51tS7IKIkm284r4DfR9Jr0
Sussman, S., & Sussman, A. N. (2011). Considering the definition of addiction. International journal of environmental research and public health, 8(10), 4025-4038. https://www.mdpi.com/1660-4601/8/10/4025
Taylor O’Brien, R. (2014). Addiction-related behaviours among university students: Relationships between problem gambling, problematic video game playing, excessive internet use, and emotional intelligence (EI). [PhD Thesis, University of Guelph]. https://atrium.lib.uoguelph.ca/handle/10214/8107
Taylor, T. L. (2009). Play between worlds: Exploring online game culture. MIT press. https://books.google.com/books?hl=tr&lr=&id=M9f__b-SFi4C&oi=fnd&pg=PP8&dq=online+games+with+the+integration+of+social+media+tools+have+inevitably+made+digital+games+an+integral+part+of+daily+life&ots=VLJ2tHR4L4&sig=p5j45Sm6rCZMRaXYTQePPX4AEKs
Taylor, T. L. (2015). Raising the stakes: E-sports and the professionalization of computer gaming. Mit Press. https://books.google.com/books?hl=tr&lr=&id=P1X6DwAAQBAJ&oi=fnd&pg=PR7&dq=E-sports+began+laying+down+its+significant+milestones+with+the+emergence+of+LAN+(Local+Area+Network)+parties.&ots=IUmsDRS5Kf&sig=5yYEpkdBGBVKC6Ndd-qIt-bC3sU
Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832-839. https://doi.org/10.1016/j.chb.2011.12.003
Tso, W. W., Reichert, F., Law, N., Fu, K. W., De La Torre, J., Rao, N., Leung, L. K., Wang, Y.-L., Wong, W. H., & Ip, P. (2022). Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong. The Lancet Regional Health–Western Pacific, 20. https://www.thelancet.com/journals/lanwpc/article/PIIS2666-6065(22)00002-5/fulltext
Viscione, I., & D’Elia, F. (2019). Augmented reality for learning in distance education: The case of e-sports. Journal of Physical Education and Sport, 19, 2047-2050. http://www.efsupit.ro/images/stories/october2019/Art%20304.pdf
Volkow, N. D., Wang, G.-J., Fowler, J. S., Tomasi, D., & Telang, F. (2011). Addiction: Beyond dopamine reward circuitry. Proceedings of the National Academy of Sciences, 108(37), 15037-15042. https://doi.org/10.1073/pnas.1010654108
Wang, S., Chiu, D. K. W., & Ho, K. K. W. (2024). Exploring Esports game addiction among college students in multiplayer online battle arena: A quantitative model centered on self-control and motivation. Aslib Journal of Information Management, ahead-of-print(ahead-of-print). https://doi.org/10.1108/AJIM-05-2024-0392
Weinberger, A. H., Franco, C. A., Hoff, R. A., Pilver, C. E., Steinberg, M. A., Rugle, L., Wampler, J., Cavallo, D. A., Krishnan-Sarin, S., & Potenza, M. N. (2015). Gambling behaviors and attitudes in adolescent high-school students: Relationships with problem-gambling severity and smoking status. Journal of Psychiatric Research, 65, 131-138. https://www.sciencedirect.com/science/article/pii/S0022395615001090
West, R., & Brown, J. (2013). Theory of addiction. https://books.google.com/books?hl=tr&lr=&id=sWtwAAAAQBAJ&oi=fnd&pg=PR9&dq=Theory+of+addiction+&ots=Lw9B04klPP&sig=aggQZ-u9P-emhYL9GqVawzi7Di4
Wise, R. A., & Robble, M. A. (2020). Dopamine and Addiction. Annual Review of Psychology, 71(1), 79-106. https://doi.org/10.1146/annurev-psych-010418-103337
Wong, D., & Meng-Lewis, Y. (2023). Esports: An exploration of the advancing esports landscape, actors and interorganisational relationships. Sport in Society, 26(6), 943-969. https://doi.org/10.1080/17430437.2022.2086458
Wu, Y. (2019). The possibility analysis of Esports becoming an Olympic sport. https://www.theseus.fi/handle/10024/267651
Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents: Motivation and prevention factors. European Journal of Information Systems, 21(3), 321-340. https://doi.org/10.1057/ejis.2011.56
Yayman, E., & Bilgin, O. (2020). Relationship between Social Media Addiction, Game Addiction and Family Functions. International Journal of Evaluation and Research in Education, 9(4), 979-986. https://eric.ed.gov/?id=EJ1274706
Young, K. (2009). Understanding Online Gaming Addiction and Treatment Issues for Adolescents. The American Journal of Family Therapy, 37(5), 355-372. https://doi.org/10.1080/01926180902942191
Yuzyk, M., & Seidner, P. (2022). E-Sports Development. Içinde N. Kryvinska & M. Greguš (Ed.), Developments in Information & Knowledge Management for Business Applications (C. 421, ss. 615-648). Springer International Publishing. https://doi.org/10.1007/978-3-030-97008-6_28
Zhao, Y., & Zhu, Y. (2021). Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies, 24(3), 485-503. https://doi.org/10.1177/1367877920975783
Zhou, Z. (2024). Emerging markets in global esports: Opportunities and Challenges. https://www.theseus.fi/handle/10024/850835
Referanslar
Abanazir, C. (2019). Institutionalisation in E-Sports. Sport, Ethics and Philosophy, 13(2), 117-131. https://doi.org/10.1080/17511321.2018.1453538
Abbas, B. K., Jasim, A. I., & Nsaif, W. S. (2019). A Comparative Study of the Growth of Electronic Sports in the World and the Important Global E-Sports Achievements. International Journal of Computer Science and Mobile Computing, 1(8), 144-153. https://www.academia.edu/download/59507903/V8I120192920190604-37692-q8c363.pdf
Advisers (US), C. of E. (2017). The underestimated cost of the opioid crisis. Executive Office of the President of the United States, Council of Economic ….
Aksoy, Z., & Erol, S. (2021). Digital game addiction and lifestyle behaviors in Turkish adolescents. Clinical and Experimental Health Sciences, 11(3), 589-597. https://dergipark.org.tr/en/pub/clinexphealthsci/issue/65106/885988
Arslan, S., & Bulut, M. (2021). Spor bilimleri alanı akademisyenlerinin e-spora bakış açılarının incelenmesi. OPUS International Journal of Society Researches, 18(41), 3448-3470. https://dergipark.org.tr/en/pub/opus/issue/62702/835215
Bandura, A. (1977). Social learning theory. Englewood Cliffs. https://www.academia.edu/download/90990222/Kelompok_4_Materi_Gestalt_Bandura.pdf
Basha, E. (2021). The relationship between game addiction and personality traits. Erciyes Journal of Education, 5(2), 149-160. https://dergipark.org.tr/en/pub/eje/issue/65537/871051
Bhagat, S., Jeong, E. J., & Kim, D. J. (2020). The Role of Individuals’ Need for Online Social Interactions and Interpersonal Incompetence in Digital Game Addiction. International Journal of Human–Computer Interaction, 36(5), 449-463. https://doi.org/10.1080/10447318.2019.1654696
Blinka, L. (2015). Online gaming addiction: The role of avatars and sociability of gamers. Brno, Czechia: Masaryk University Faculty of Social Studies. https://is.muni.cz/th/gkamb/Online_gaming_addiction_Archive.pdf
Chang, C. J., Putukian, M., Aerni, G., Diamond, A. B., Hong, E. S., Ingram, Y. M., Reardon, C. L., & Wolanin, A. T. (2020). Mental Health Issues and Psychological Factors in Athletes: Detection, Management, Effect on Performance, and Prevention: American Medical Society for Sports Medicine Position Statement. Clinical Journal of Sport Medicine, 30(2). https://journals.lww.com/cjsportsmed/fulltext/2020/03000/mental_health_issues_and_psychological_factors_in.8.aspx
Chang, S.-M., Hsieh, G. M., & Lin, S. S. (2018). The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing. Computers & Education, 122, 43-53. https://www.sciencedirect.com/science/article/pii/S0360131518300599
Chatterjee, M. K., Joshi, M. T., Saha, M. S., Sharma, M. D., Hore, M. T., & Kandpal, M. A. (2024). Digital Athletics: The Convergence of Esports and Traditional Sports. OrangeBooks Publication. https://books.google.com/books?hl=tr&lr=&id=_-cYEQAAQBAJ&oi=fnd&pg=PA75&dq=In+recent+years,+the+concept+of+electronic+sports,+or+e-sports+for+short,+has+frequently+appeared+on+the+global+agenda,+representing+a+comprehensive+process+in+which+digital+games+are+addressed+at+a+professional+level.&ots=vyKbxgtpbB&sig=LT8D7K3EyBloUdnxN2Effq8u0OE
Chen, Z. (2021). The Future and Development of E-Sports. https://scholarworks.bgsu.edu/hmsls_mastersprojects/89/
Cheng, C., & Li, A. Y. (2014). Internet Addiction Prevalence and Quality of (Real) Life: A Meta-Analysis of 31 Nations Across Seven World Regions. Cyberpsychology, Behavior, and Social Networking, 17(12), 755-760. https://doi.org/10.1089/cyber.2014.0317
Choo, H., Sim, T., Liau, A. K. F., Gentile, D. A., & Khoo, A. (2015). Parental Influences on Pathological Symptoms of Video-Gaming Among Children and Adolescents: A Prospective Study. Journal of Child and Family Studies, 24(5), 1429-1441. https://doi.org/10.1007/s10826-014-9949-9
Citaristi, I. (2022). United Nations Office on Drugs and Crime—UNODC. İçinde The Europa Directory of International Organizations 2022 (ss. 248-252). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003292548-54/united-nations-office-drugs-crime%E2%80%94unodc-ileana-citaristi
Cross, N. A. (2016). The relationship of online gaming addiction with motivations to play and craving [PhD Thesis, Bowling Green State University]. https://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435084396
D GRIFFITHS, M., Van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S., Müller, K., Dreier, M., Carras, M., & Prause, N. (2016). Working towards an international consensus on criteria for assessing Internet gaming disorder: A critical commentary on Petry et al.(2014). Addiction (Abingdon, England), 111(1), 167. https://pmc.ncbi.nlm.nih.gov/articles/PMC5699464/
Dal Yong, J. (2020). Historiography of Korean Esports: Perspectives on spectatorship. international Journal of Communication, 14, 3727-3745. https://ijoc.org/index.php/ijoc/article/view/13795
Derevensky, J., Marchica, L., Gilbeau, L., & Richard, J. (2022). Behavioral Addictions in Children: A Focus on Gambling, Gaming, Internet Addiction, and Excessive Smartphone Use. Içinde V. B. Patel & V. R. Preedy (Ed.), Handbook of Substance Misuse and Addictions (ss. 2941-2964). Springer International Publishing. https://doi.org/10.1007/978-3-030-92392-1_161
Di Chiara, G., & Bassareo, V. (2007). Reward system and addiction: What dopamine does and doesn’t do. Current opinion in pharmacology, 7(1), 69-76. https://www.sciencedirect.com/science/article/pii/S1471489206002001
Efrati, Y., Kolubinski, D. C., Marino, C., & Spada, M. M. (2023). Early Maladaptive Schemas are Associated with Adolescents’ Substance and Behavioral Addictions. Journal of Rational-Emotive & Cognitive-Behavior Therapy, 41(3), 690-709. https://doi.org/10.1007/s10942-022-00478-8
Formosa, J., O’Donnell, N., Horton, E. M., Türkay, S., Mandryk, R. L., Hawks, M., & Johnson, D. (2022). Definitions of Esports: A Systematic Review and Thematic Analysis. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-45. https://doi.org/10.1145/3549490
Friehs, M. A., Klarkowski, M., Frommel, J., Phillips, C., & Mandryk, R. L. (2022). Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-29. https://doi.org/10.1145/3549494
Gardner, E. L. (2011). Addiction and brain reward and antireward pathways. Chronic Pain and Addiction, 30, 22-60. https://karger.com/Article/Abstract/324065
Gecikli, F. (2020). Digital addiction. New Communication Approaches in the Digitalized World, 1. https://books.google.com/books?hl=tr&lr=&id=M2fpDwAAQBAJ&oi=fnd&pg=PA1&dq=history+of+digital+addiction&ots=azLmmEz4h2&sig=18v058FkJVN0cxHjRWu4G9O-dcI
Greer, M. (2017). “Esports” do not have a place in the Olympic games. UWIRE Text, 1-1. https://go.gale.com/ps/i.do?p=AONE&sw=w&issn=&v=2.1&it=r&id=GALE%7CA523772317&sid=googleScholar&linkaccess=abs
GRIFFITHS, M. (2008). 8—INTERNET AND VIDEO-GAME ADDICTION. İçinde C. A. Essau (Ed.), Adolescent Addiction (ss. 231-267). Academic Press. https://doi.org/10.1016/B978-012373625-3.50010-3
Güngör Gülsoy, S., & Tunca, M. Z. (2024). E-Spor Oyuncularının Motivasyonu Üzerine Bir Araştırma. Süleyman Demirel Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 29(2), 74-84. https://dergipark.org.tr/tr/pub/sduiibfd/issue/86911/1406189
Hamer, R., & Besombes, N. (2024). Esports Genres and Games. İçinde Routledge Handbook of Esports (ss. 42-53). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-6/esports-genres-games-russell-hamer-nicolas-besombes
Hansen, D. (2016). Game on!: Video game history from Pong and Pac-Man to Mario, Minecraft, and more (C. 1). Macmillan.
Hanz, A. (2020). Exploring The Esports Environment. Degree Programme in Business Administration. Turku University of Applied Sciences. Turku, Finlândia. https://www.academia.edu/download/115861866/323460944.pdf
Happonen, A., & Minashkina, D. (2019). Professionalism in esport: Benefits in skills and health & possible downsides. https://lutpub.lut.fi/bitstream/handle/10024/162037/LutPub__final__version.pdf
Harm, M., Hope, M., & Household, A. (t.y.). American Psychiatric Association, 2013, Diagnostic and Statistical Manual of Mental Disorders, 5th edn, Washington, DC: American Psychiatric Association Anderson, J, Sapey, B, Spandler, H (eds), 2012, Distress or Disability?, Lancaster: Centre for Disability Research, www. lancaster. ac. uk. Arya, 347, 64. Geliş tarihi 02 Ocak 2025, gönderen https://www.cambridge.org/core/services/aop-cambridge-core/content/view/948D9B9E10A00A60AC18913C70ED2651/stamped-9781447314592bib_p293-332_CBO.pdf/references.pdf
Henderson, E. C. (2009). Understanding addiction. Univ. Press Of Mississippi. https://books.google.com/books?hl=tr&lr=&id=DS_9DYrhNakC&oi=fnd&pg=PR5&dq=what+is+an+addiction&ots=d4k531rr9Z&sig=-E_LYIkLQavuJEx-1-BdBKIL4Ns
Hindin, J., Hawzen, M., Xue, H., Pu, H., & Newman, J. (2020). E-sports. İçinde Routledge handbook of global sport (ss. 405-415). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781315714264-36/sports-jacob-hindin-matthew-hawzen-hanhan-xue-haozhou-pu-joshua-newman
Hoffman, B., & Nadelson, L. (2010). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 58(3), 245-270. https://doi.org/10.1007/s11423-009-9134-9
Jacobson, J. (2021). The essential guide to the business & law of esports & professional video gaming. CRC Press. https://www.taylorfrancis.com/books/mono/10.1201/9781003143963/essential-guide-business-law-esports-professional-video-gaming-justin-jacobson
Jenny, S. E., Schelfhout, S., & Besombes, N. (2024). Esports in the Olympics. İçinde Routledge Handbook of Esports (ss. 493-508). Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9781003410591-54/esports-olympics-seth-jenny-sam-schelfhout-nicolas-besombes
Ji, Y., & Wong, D. F. K. (2023). Effectiveness of an integrated motivational cognitive–behavioral group intervention for adolescents with gaming disorder: A randomized controlled trial. Addiction, 118(11), 2093-2104. https://doi.org/10.1111/add.16292
Jo, Y. S., Bhang, S. Y., Choi, J. S., Lee, H. K., Lee, S. Y., & Kweon, Y.-S. (2019). Clinical characteristics of diagnosis for internet gaming disorder: Comparison of DSM-5 IGD and ICD-11 GD diagnosis. Journal of clinical medicine, 8(7), 945. https://www.mdpi.com/2077-0383/8/7/945
Joanne DiFrancisco-Donoghue, Jerry Balentine, Gordon Schmidt, & Hallie Zwibel. (2019). Managing the health of the eSport athlete: An integrated health management model. BMJ Open Sport & Exercise Medicine, 5(1), e000467. https://doi.org/10.1136/bmjsem-2018-000467
Kahneman, D., & Tversky, A. (2013). Prospect Theory: An Analysis of Decision Under Risk. Içinde L. C. MacLean & W. T. Ziemba, World Scientific Handbook in Financial Economics Series (C. 4, ss. 99-127). WORLD SCIENTIFIC. https://doi.org/10.1142/9789814417358_0006
Karakose, T., Yıldırım, B., Tülübaş, T., & Kardas, A. (2023). A comprehensive review on emerging trends in the dynamic evolution of digital addiction and depression. Frontiers in psychology, 14, 1126815. https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1126815/full
Karhulahti, V.-M. (2017). Reconsidering Esport: Economics and Executive Ownership. Physical Culture and Sport. Studies and Research, 74(1), 43-53. https://doi.org/10.1515/pcssr-2017-0010
Kee-Young, Y. (2020). POLICIES AND LEGISLATION OF E-SPORTS IN KOREA. International Sports Law Review Pandektis, 13. https://search.ebscohost.com/login.aspx?direct=true&profile=ehost&scope=site&authtype=crawler&jrnl=11093943&asa=N&AN=149237148&h=TJHw6qWqKQD%2FQ%2Bqw5HjjAtGsL4MhHAP5UjVq9uf%2Fr7Klj0LoN%2FcDPWYQsD1ESGDUtOZIiAeUbRvQr8SSMf7Abg%3D%3D&crl=c
Khantzian, E. J. (1987). The Self-Medication Hypothesis of Addictive Disorders: Focus on Heroin and Cocaine Dependence. Içinde D. F. Allen (Ed.), The Cocaine Crisis (ss. 65-74). Springer US. https://doi.org/10.1007/978-1-4613-1837-8_7
Khir, M. M., Maon, S. N., & Demong, N. A. R. (2022). Healthy eSport Engagement for eSport Athletes: A Proposal for A Research Framework. Journal of Entrepreneurship, Business and Economics; Vol 10 No 2 (2022): Theme: Contemporary Issues in Business and Management. http://www.scientificia.com/index.php/JEBE/article/view?path=
Kim, D., Nam, J. K., & Keum, C. (2022). Adolescent Internet gaming addiction and personality characteristics by game genre. Plos one, 17(2), e0263645. https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0263645
Kim, Y. H., Nauright, J., & Suveatwatanakul, C. (2020). The rise of E-Sports and potential for Post-COVID continued growth. Sport in Society, 23(11), 1861-1871. https://doi.org/10.1080/17430437.2020.1819695
Király, O., Urbán, R., Griffiths, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., & Demetrovics, Z. (2015). The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey. J Med Internet Res, 17(4), e88. https://doi.org/10.2196/jmir.3515
Kirschner, M., Rabinowitz, A., Singer, N., & Dagher, A. (2020). From apathy to addiction: Insights from neurology and psychiatry. Progress in Neuro-Psychopharmacology and Biological Psychiatry, 101, 109926. https://www.sciencedirect.com/science/article/pii/S027858461930925X
Koob, G. F., & Moal, M. L. (1997). Drug Abuse: Hedonic Homeostatic Dysregulation. Science, 278(5335), 52-58. https://doi.org/10.1126/science.278.5335.52
Koob, G. F., & Volkow, N. D. (2010). Neurocircuitry of addiction. Neuropsychopharmacology, 35(1), 217-238. https://www.nature.com/articles/npp2009110
Kranzler, H. R., & Li, T.-K. (2008). What is addiction? Alcohol Research & Health, 31(2), 93. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3860451/
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. https://doi.org/10.1007/s11469-011-9318-5
Küçükvardar, M., & Türel, E. (2022). Covid-19 pandemisinde dijital oyun oynama düzeyi üzerine bir araştırma. Selçuk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 47, 47-58. https://dergipark.org.tr/en/pub/susbed/issue/69556/1010309
Kwok, C., Leung, P. Y., Poon, K. Y., & Fung, X. C. (2021). The effects of internet gaming and social media use on physical activity, sleep, quality of life, and academic performance among university students in Hong Kong: A preliminary study. Asian Journal of Social Health and Behavior, 4(1), 36-44. https://journals.lww.com/shbh/fulltext/2021/04010/the_effects_of_internet_gaming_and_social_media.7.aspx
Lam, A. T. W., Perera, T. P., Quirante, K. B. A., Wilks, A., Ionas, A. J., & Baxter, G. D. (2020). E-athletes’ lifestyle behaviors, physical activity habits, and overall health and wellbeing: A systematic review. Physical Therapy Reviews, 25(5-6), 449-461. https://doi.org/10.1080/10833196.2020.1843352
Lampropoulou, P., Siomos, K., Floros, G., & Christodoulou, N. (2022). Effectiveness of Available Treatments for Gaming Disorders in Children and Adolescents: A Systematic Review. Cyberpsychology, Behavior, and Social Networking, 25(1), 5-13. https://doi.org/10.1089/cyber.2021.0067
Li, R. (2017). Good luck have fun: The rise of eSports. Simon and Schuster. https://books.google.com/books?hl=tr&lr=&id=gF2CDwAAQBAJ&oi=fnd&pg=PT8&dq=International+tournaments++(e.g.,+League+of+Legends+World+Championship,+Dota+2+The+International),+feature+prize+pools+worth+tens+of+millions+of+dollars,+attract+millions+of+live+viewers,+and+receive+extensive+media+coverage.&ots=pvYoqI6B2y&sig=npq4STTBTbPld_d5D6_pDAzlB58
Lowood, H. (2012). A brief biography of computer games. İçinde Playing video games (ss. 27-46). Routledge. https://api.taylorfrancis.com/content/chapters/edit/download?identifierName=doi&identifierValue=10.4324/9780203873700-4&type=chapterpdf
Madden, D., & Harteveld, C. (2021). “Constant Pressure of Having to Perform”: Exploring Player Health Concerns in Esports. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1-14. https://doi.org/10.1145/3411764.3445733
Männikkö, N., Billieux, J., & Kääriäinen, M. (2015). Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults. Journal of behavioral addictions, 4(4), 281-288. https://akjournals.com/view/journals/2006/4/4/article-p281.xml
Marino, C., & Spada, M. M. (2017). Dysfunctional Cognitions in Online Gaming and Internet Gaming Disorder: A Narrative Review and New Classification. Current Addiction Reports, 4(3), 308-316. https://doi.org/10.1007/s40429-017-0160-0
Melodia, F., Canale, N., & Griffiths, M. D. (2022). The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review. International Journal of Mental Health and Addiction, 20(2), 996-1022. https://doi.org/10.1007/s11469-020-00422-w
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591-596. https://doi.org/10.1089/cyber.2010.0260
Migliore, L. (2021). What Is Esports? The Past, Present, and Future of Competitive Gaming. Içinde L. Migliore, C. McGee, & M. N. Moore (Ed.), Handbook of Esports Medicine (ss. 1-16). Springer International Publishing. https://doi.org/10.1007/978-3-030-73610-1_1
Montague, P. R., King-Casas, B., & Cohen, J. D. (2006). IMAGING VALUATION MODELS IN HUMAN CHOICE. Annual Review of Neuroscience, 29(1), 417-448. https://doi.org/10.1146/annurev.neuro.29.051605.112903
Mαραγκóς, Φ. (2024). Historic review of online games and their re-evolution as e-sports. https://amitos.library.uop.gr/xmlui/handle/123456789/8083
Nagorsky, E., & Wiemeyer, J. (2020). The structure of performance and training in esports. PLOS ONE, 15(8), e0237584. https://doi.org/10.1371/journal.pone.0237584
Novak, A. R., Bennett, K. J., Pluss, M. A., & Fransen, J. (2020). Performance analysis in esports: Modelling performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 15(5-6), 809-817. https://doi.org/10.1177/1747954120932853
Olsen, Y. (2022). What is addiction? History, terminology, and core concepts. Medical Clinics, 106(1), 1-12. https://www.medical.theclinics.com/article/S0025-7125(21)00109-7/abstract
Oprea, D.-C., Moldovan, M.-A., Chirija, R., & Bolos, A. (2021). Behavioural addictions and the role of dopamine. Bulletin of Integrative Psychiatry, 27(4), 63-70. https://go.gale.com/ps/i.do?id=GALE%7CA691009448&sid=googleScholar&v=2.1&it=r&linkaccess=abs&issn=145
Organization, W. H. (2004). Neuroscience of psychoactive substance use and dependence. World Health Organization. https://books.google.com/books?hl=tr&lr=&id=naYsDwAAQBAJ&oi=fnd&pg=PR11&dq=World+Health+Organization+(WHO).+(2004).+Neuroscience+of+psychoactive+substance+use+and+dependence.+World+Health+Organization&ots=nh4rukIj7H&sig=g-yKWwjcoxMhZELNxHxz0jRuM54
Organization, W. H. (2018a). Global status report on alcohol and health 2018. World Health Organization. https://books.google.com/books?hl=tr&lr=&id=qnOyDwAAQBAJ&oi=fnd&pg=PR7&dq=World+Health+Organization+(WHO).+(2018).+Global+status+report+on+alcohol+and+health+2018.+World+Health+Organization.&ots=a2nqTKug9o&sig=wWRmfvnVG11S0h-JInFJ2bD98tk
Organization, W. H. (2018b). ICD-11 for mortality and morbidity statistics (2018). https://pesquisa.bvsalud.org/portal/resource/pt/lis-46337
Organization, W. H. (2019). WHO report on the global tobacco epidemic, 2019: Offer help to quit tobacco use. World Health Organization. https://apps.who.int/iris/bitstream/handle/10665/326043/9789240029545-rus.pdf
Organization, W. H. (2024). Clinical descriptions and diagnostic requirements for ICD-11 mental, behavioural and neurodevelopmental disorders. World Health Organization. https://books.google.com/books?hl=tr&lr=&id=84gOEQAAQBAJ&oi=fnd&pg=PR3&dq=World+Health+Organization.+The+ICD-11+Classification+of+Mental+and+Behavioral+Disorders:+Diagnostic+Criteria+for+Research%3B+World+Health+Organization&ots=OhaOQyplT9&sig=h-MFR5Ft7YP0OCh001uj0ROs-N8
Ostinelli, E. G., Zangani, C., Giordano, B., Maestri, D., Gambini, O., D’Agostino, A., Furukawa, T. A., & Purgato, M. (2021). Depressive symptoms and depression in individuals with internet gaming disorder: A systematic review and meta-analysis. Journal of affective disorders, 284, 136-142. https://www.sciencedirect.com/science/article/pii/S0165032721001269
Ögel, K. (2020). Bağımlılık Asla Sadece Bağımlılık Değildir (C. 250). İletişim Yayınları. https://books.google.com/books?hl=tr&lr=&id=dJIqEAAAQBAJ&oi=fnd&pg=PT13&dq=k%C3%BCltegin+ogel+ba%C4%9F%C4%B1ml%C4%B1l%C4%B1k&ots=rI7V_AyZT5&sig=_3ujnz-JklbDZKc8Woa_YLVSd70
Palanichamy, T., Sharma, M. K., Sahu, M., & Kanchana, D. M. (2020). Influence of Esports on stress: A systematic review. Industrial Psychiatry Journal, 29(2). https://journals.lww.com/inpj/fulltext/2020/29020/influence_of_esports_on_stress__a_systematic.3.aspx
Pallavicini, F., Ferrari, A., & Mantovani, F. (2018). Video games for well-being: A systematic review on the application of computer games for cognitive and emotional training in the adult population. Frontiers in psychology, 9, 407892. https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2018.02127/full?ref=remote-work-inspiration-hub
Paris, J., & Phillips, J. (Ed.). (2013). Making the DSM-5: Concepts and Controversies. Springer New York. https://doi.org/10.1007/978-1-4614-6504-1
Parry, J. (2019). E-sports are Not Sports. Sport, Ethics and Philosophy, 13(1), 3-18. https://doi.org/10.1080/17511321.2018.1489419
Paulus, F. W., Ohmann, S., Von Gontard, A., & Popow, C. (2018). Internet gaming disorder in children and adolescents: A systematic review. Developmental Medicine & Child Neurology, 60(7), 645-659. https://doi.org/10.1111/dmcn.13754
Pavlov, I. P. (1928). Lectures on Conditioned Reflexes...: Twenty-five years of objective study of the higher nervous activity (behaviour) of animals... translated from the Russian by WH Gantt... with the collaboration of G. Volborth... and an introduction by WB Cannon (C. 1). International publishers.
Philippidis, A. (2024). StockWatch: Nvidia Shares Leap Again after Reporting Record Revenues: Results lend credence to Goldman Sachs analyst’s boast that the AI giant trades ‘the most important stock on earth’. GEN Edge, 6(1), 166-171. https://doi.org/10.1089/genedge.6.01.032
Poulus, D. R., Sharpe, B. T., Jackman, P. C., Swann, C., & Bennett, K. J. M. (2024). Defining elite esports athletes: A scoping review. International Review of Sport and Exercise Psychology, 1-36. https://doi.org/10.1080/1750984X.2024.2386531
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. Review of General Psychology, 14(2), 154-166. https://doi.org/10.1037/a0019440
Pu, H., Kim, J., & Daprano, C. (2021). Can esports substitute traditional sports? The convergence of sports and video gaming during the pandemic and beyond. Societies, 11(4), 129. https://www.mdpi.com/2075-4698/11/4/129
Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture, 15(1), 32-50. https://doi.org/10.1177/1555412019840892
Ronquillo, J. (2018). The Rise of Esports: The Current State of Esports, Its Impacts on Contract Law, Gambling, and Intellectual Property. Intell. Prop. & Tech. LJ, 23, 81. https://heinonline.org/hol-cgi-bin/get_pdf.cgi?handle=hein.journals/iprop23§ion=16
Rosell Llorens, M. (2017). eSport Gaming: The Rise of a New Sports Practice. Sport, Ethics and Philosophy, 11(4), 464-476. https://doi.org/10.1080/17511321.2017.1318947
Ross, S., & Peselow, E. (2009). The neurobiology of addictive disorders. Clinical neuropharmacology, 32(5), 269-276. https://journals.lww.com/clinicalneuropharm/fulltext/2009/09000/The_Neurobiology_of_Addictive_Disorders.00007.aspx
Rumpf, H.-J., Achab, S., Billieux, J., Bowden-Jones, H., Carragher, N., Demetrovics, Z., Higuchi, S., King, D. L., Mann, K., & Potenza, M. (2018). Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective: Commentary on: A weak scientific basis for gaming disorder: Let us err on the side of caution (van Rooij et al., 2018). Journal of behavioral addictions, 7(3), 556-561. https://akjournals.com/view/journals/2006/7/3/article-p556.xml
Sanz-Matesanz, M., Martínez-Aranda, L. M., & Gea-García, G. M. (2024). Effects of a Physical Training Program on Cognitive and Physical Performance and Health-Related Variables in Professional esports Players: A Pilot Study. Applied Sciences, 14(7). https://doi.org/10.3390/app14072845
Schaffer, O., & Fang, X. (2019). Digital Game Enjoyment: A Literature Review. Içinde X. Fang (Ed.), HCI in Games (C. 11595, ss. 191-214). Springer International Publishing. https://doi.org/10.1007/978-3-030-22602-2_16
Scholz, T. M. (2019). eSports is Business: Management in the World of Competitive Gaming. Springer International Publishing. https://doi.org/10.1007/978-3-030-11199-1
Scott, D. A., Valley, B., & Simecka, B. A. (2017). Mental Health Concerns in the Digital Age. International Journal of Mental Health and Addiction, 15(3), 604-613. https://doi.org/10.1007/s11469-016-9684-0
Shah, A., Banner, N., Heginbotham, C., & Fulford, B. (2014). 7. American Psychiatric Association (2013) Diagnostic and Statistical Manual of Mental Disorders, 5th edn. American Psychiatric Publishing, Arlington, VA. 8. Bechara, A., Dolan, S. and Hindes, A.(2002) Decision-making and addiction (Part II): Myopia for the future or hypersensitivity to reward? Neuropsychologia, 40, 1690–1705. 9. Office of Public Sector Information (2005) The Mental Capacity Act 2005. http://www. Substance Use and Older People, 21(5), 9. https://books.google.com/books?hl=tr&lr=&id=bXTvBQAAQBAJ&oi=fnd&pg=RA1-PA9&dq=American+Psychiatric+Association.+(2013).+Diagnostic+and+statistical+manual+of+mental+disorders+(5th+ed.).+American+Psychiatric+Publishing&ots=AdIG5qZKw5&sig=LG5V69JmLJtGuvUt4pjXVV8UIBw
She, R., Lin, J., Wong, K. M., & Yang, X. (2024). Cognitive-behavioral statuses in depression and internet gaming disorder of adolescents: A transdiagnostic approach. Plos one, 19(7), e0304715. https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0304715
Shulze, J., Marquez, M., & Ruvalcaba, O. (2023). The Biopsychosocial Factors That Impact eSports Players’ Well-Being: A Systematic Review. Journal of Global Sport Management, 8(2), 478-502. https://doi.org/10.1080/24704067.2021.1991828
Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in human behavior, 75, 985-996. https://www.sciencedirect.com/science/article/pii/S0747563216307208
Skinner, B. F. (1965). Science and human behavior. Simon and Schuster. https://books.google.com/books?hl=tr&lr=&id=Pjjknd1HREIC&oi=fnd&pg=PA1&dq=Skinner,+B.+F.+(1953).+Science+and+human+behavior.+Macmillan.&ots=iSrhDyF8kO&sig=irZ5N51tS7IKIkm284r4DfR9Jr0
Sussman, S., & Sussman, A. N. (2011). Considering the definition of addiction. International journal of environmental research and public health, 8(10), 4025-4038. https://www.mdpi.com/1660-4601/8/10/4025
Taylor O’Brien, R. (2014). Addiction-related behaviours among university students: Relationships between problem gambling, problematic video game playing, excessive internet use, and emotional intelligence (EI). [PhD Thesis, University of Guelph]. https://atrium.lib.uoguelph.ca/handle/10214/8107
Taylor, T. L. (2009). Play between worlds: Exploring online game culture. MIT press. https://books.google.com/books?hl=tr&lr=&id=M9f__b-SFi4C&oi=fnd&pg=PP8&dq=online+games+with+the+integration+of+social+media+tools+have+inevitably+made+digital+games+an+integral+part+of+daily+life&ots=VLJ2tHR4L4&sig=p5j45Sm6rCZMRaXYTQePPX4AEKs
Taylor, T. L. (2015). Raising the stakes: E-sports and the professionalization of computer gaming. Mit Press. https://books.google.com/books?hl=tr&lr=&id=P1X6DwAAQBAJ&oi=fnd&pg=PR7&dq=E-sports+began+laying+down+its+significant+milestones+with+the+emergence+of+LAN+(Local+Area+Network)+parties.&ots=IUmsDRS5Kf&sig=5yYEpkdBGBVKC6Ndd-qIt-bC3sU
Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28(3), 832-839. https://doi.org/10.1016/j.chb.2011.12.003
Tso, W. W., Reichert, F., Law, N., Fu, K. W., De La Torre, J., Rao, N., Leung, L. K., Wang, Y.-L., Wong, W. H., & Ip, P. (2022). Digital competence as a protective factor against gaming addiction in children and adolescents: A cross-sectional study in Hong Kong. The Lancet Regional Health–Western Pacific, 20. https://www.thelancet.com/journals/lanwpc/article/PIIS2666-6065(22)00002-5/fulltext
Viscione, I., & D’Elia, F. (2019). Augmented reality for learning in distance education: The case of e-sports. Journal of Physical Education and Sport, 19, 2047-2050. http://www.efsupit.ro/images/stories/october2019/Art%20304.pdf
Volkow, N. D., Wang, G.-J., Fowler, J. S., Tomasi, D., & Telang, F. (2011). Addiction: Beyond dopamine reward circuitry. Proceedings of the National Academy of Sciences, 108(37), 15037-15042. https://doi.org/10.1073/pnas.1010654108
Wang, S., Chiu, D. K. W., & Ho, K. K. W. (2024). Exploring Esports game addiction among college students in multiplayer online battle arena: A quantitative model centered on self-control and motivation. Aslib Journal of Information Management, ahead-of-print(ahead-of-print). https://doi.org/10.1108/AJIM-05-2024-0392
Weinberger, A. H., Franco, C. A., Hoff, R. A., Pilver, C. E., Steinberg, M. A., Rugle, L., Wampler, J., Cavallo, D. A., Krishnan-Sarin, S., & Potenza, M. N. (2015). Gambling behaviors and attitudes in adolescent high-school students: Relationships with problem-gambling severity and smoking status. Journal of Psychiatric Research, 65, 131-138. https://www.sciencedirect.com/science/article/pii/S0022395615001090
West, R., & Brown, J. (2013). Theory of addiction. https://books.google.com/books?hl=tr&lr=&id=sWtwAAAAQBAJ&oi=fnd&pg=PR9&dq=Theory+of+addiction+&ots=Lw9B04klPP&sig=aggQZ-u9P-emhYL9GqVawzi7Di4
Wise, R. A., & Robble, M. A. (2020). Dopamine and Addiction. Annual Review of Psychology, 71(1), 79-106. https://doi.org/10.1146/annurev-psych-010418-103337
Wong, D., & Meng-Lewis, Y. (2023). Esports: An exploration of the advancing esports landscape, actors and interorganisational relationships. Sport in Society, 26(6), 943-969. https://doi.org/10.1080/17430437.2022.2086458
Wu, Y. (2019). The possibility analysis of Esports becoming an Olympic sport. https://www.theseus.fi/handle/10024/267651
Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents: Motivation and prevention factors. European Journal of Information Systems, 21(3), 321-340. https://doi.org/10.1057/ejis.2011.56
Yayman, E., & Bilgin, O. (2020). Relationship between Social Media Addiction, Game Addiction and Family Functions. International Journal of Evaluation and Research in Education, 9(4), 979-986. https://eric.ed.gov/?id=EJ1274706
Young, K. (2009). Understanding Online Gaming Addiction and Treatment Issues for Adolescents. The American Journal of Family Therapy, 37(5), 355-372. https://doi.org/10.1080/01926180902942191
Yuzyk, M., & Seidner, P. (2022). E-Sports Development. Içinde N. Kryvinska & M. Greguš (Ed.), Developments in Information & Knowledge Management for Business Applications (C. 421, ss. 615-648). Springer International Publishing. https://doi.org/10.1007/978-3-030-97008-6_28
Zhao, Y., & Zhu, Y. (2021). Identity transformation, stigma power, and mental wellbeing of Chinese eSports professional players. International Journal of Cultural Studies, 24(3), 485-503. https://doi.org/10.1177/1367877920975783
Zhou, Z. (2024). Emerging markets in global esports: Opportunities and Challenges. https://www.theseus.fi/handle/10024/850835