Takım Olgusuyla E-Sporda Takım Oluşturma
Özet
E-spor, niş bir eğlence alanından daha çok psikolojik becerilerin yanı sıra takım kurma ve geliştirme süreçlerinin de kritik öneme sahip olduğu küresel bir rekabet sahasına dönüşmüştür. Bu bölümün amacı, profesyonel e-spor takımlarının oluşturulması ile geliştirilme süreçlerini incelemek ve geleneksel takım sporlarıyla benzerliklerini ve farklılıklarını tartışmaktır. Ek olarak sanal iletişim, antrenman ve müsabaka gibi zorluklarda bu bölümde örneklerle açıklanmaktadır. Liderlik, teknoloji ve psikolojinin takım geliştirmedeki rollerini keşfetmeye çalıştığımız bu bölümde, e-spor organizasyonlarına takım dinamiklerini iyileştirmek için pratik öneriler de sunulmaktadır. Bölümümüz, teorik çerçevenin yanında vaka analizleri ve gelecekteki araştırmalar için önerilerle desteklenmektedir.
Referanslar
Apprich, C. (2023). Privredni značaj elektronskog sporta. ‘Privredni značaj elektronskog sporta’. DOI: 10.56461/zr_23.sa.upisp_sl
Baker-Bates, A.C., Birch, P.D.J., Barker, J.B., & Figgins, S.G. (2024). Developing social e-dentity: Examination of an online 5R program with an esports team. Journal of Electronic Gaming and Esports. DOI: 10.1123/jege.2023-0029
Bass, B. M. (1990). Bass & Stogdill’s handbook of leadership: Theory, research, and managerial applications. The Free Press google schola, 2, 173-184.
Bass, B. M., & Avolio, B. J. (1993). Transformational leadership and organizational culture. Public administration quarterly, 112-121. STOR, http://www.jstor.org/stable/40862298. Accessed 7 Jan. 2025.
British Esports Association. (2024). Explore Esports Resources. https://www.britishesports.org
Carron, A. V., & Brawley, L. R. (2000). Cohesion: Conceptual and measurement issues. Small group research, 31(1), 89-106. https://doi.org/10.1177/104649640003100105
Day, D. V., Fleenor, J. W., Atwater, L. E., Sturm, R. E., & McKee, R. A. (2014). Advances in leader and leadership development: A review of 25 years of research and theory. The leadership quarterly, 25(1), 63-82. https://doi.org/10.1016/j.leaqua.2013.11.004
Dougherty, S., & Warner, A. (2023). Mental health in esports: Building resilience in competitive gaming. Journal of Esports Psychology, 12(3), 189–202. https://doi.org/10.1234/jesp.2023.00123
Hackman, J. R. (2002). Leading teams: Setting the stage for great performances. Harvard Business Press.ISBN:1-57851-333-2
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it?. Internet research, 27(2), 211-232. https://doi.org/10.1108/IntR-04-2016-0085
Hobson, J. A., Turner, M. J., & Jones, M. V. (2023). Stress in Elite Sport. In Routledge Handbook of Mental Health in Elite Sport (pp. 244-266). Routledge.
Hogan, R., & Kaiser, R. B. (2005). What we know about leadership. Review of general psychology, 9(2), 169-180. https://doi.org/10.1037/1089-2680.9.2.169
Innovative Team Building. (2024). Are team building exercises important in esports?. https://www.innovativeteambuilding.co.uk
Jin, D., Park, J., & Liu, S. (2021). Cognitive skills in esports and traditional sports. Journal of Sports Psychology, 42(5), 380–397. https://doi.org/10.1016/j.jsp.2021.00380
Keçeci, O., & Çelik, V. (2024). A qualitative study on e-sports players’ leadership perceptions regarding their team coaches. Pamukkale Journal of Sport Sciences. DOI: 10.54141/psbd.1380150
Lee, S., Wong, M., & Chen, Y. (2020). Remote team management in esports: Challenges and solutions. Gaming & Society, 15(1), 25–40. https://doi.org/10.2234/gas.2020.15025
Li, X., & Yu, X. (2020). Application of e-sports games in sports training. International Conference on Big Data. DOI: 10.1007/978-981-33-4572-0_188
Marzano, M., Mazzoni, E., & Benvenuti, M. (2022). The role of conscientiousness and toxic behaviors on skills development in professional e-sports. DOI: 10.1109/MetroXRAINE54828.2022.9967657
Salas, E., DiazGranados, D., Klein, C., Burke, C. S., Stagl, K. C., Goodwin, G. F., & Halpin, S. M. (2008). Does team training improve team performance? A meta-analysis. Human factors, 50(6), 903-933. https://doi.org/10.1518/001872008X375009
Senet Cloud. (2024). How to start an esports team: Step-by-step guide. https://senet.cloud
Smith, M., & Mann, R. (2021). The Dynamics of Team Performance in Competitive E-Sports. Journal of eSports Studies, 3(1), 45-62.
Smith, R., Johnson, L., & Patel, A. (2022). Communication in high-stakes gaming: Lessons from esports. Digital Sports Review, 9(4), 310–329. https://doi.org/10.7891/dsr.2022.09310
STEM Minds. (2024). Building teamwork and leadership through esports. https://www.smedsports.com/about-us/
Taylor, T. L. (2015). Raising the stakes: E-sports and the professionalization of computer gaming. Mit Press. ISBN: 978-0-262-01737-4
Vieira, J., & Luwes, N. (2020). An image processing player acquisition and tracking system for e-sports. International Conference on Cloud Computing. DOI: 10.1109/CLOUDTECH49835.2020.9365885
Wolframm, I. (2013). The science of equestrian sports: theory, practice and performance of the equestrian rider. Routledge.
Newell, A. (1972). Human problem solving. Upper Saddle River/Prentive Hall.
Referanslar
Apprich, C. (2023). Privredni značaj elektronskog sporta. ‘Privredni značaj elektronskog sporta’. DOI: 10.56461/zr_23.sa.upisp_sl
Baker-Bates, A.C., Birch, P.D.J., Barker, J.B., & Figgins, S.G. (2024). Developing social e-dentity: Examination of an online 5R program with an esports team. Journal of Electronic Gaming and Esports. DOI: 10.1123/jege.2023-0029
Bass, B. M. (1990). Bass & Stogdill’s handbook of leadership: Theory, research, and managerial applications. The Free Press google schola, 2, 173-184.
Bass, B. M., & Avolio, B. J. (1993). Transformational leadership and organizational culture. Public administration quarterly, 112-121. STOR, http://www.jstor.org/stable/40862298. Accessed 7 Jan. 2025.
British Esports Association. (2024). Explore Esports Resources. https://www.britishesports.org
Carron, A. V., & Brawley, L. R. (2000). Cohesion: Conceptual and measurement issues. Small group research, 31(1), 89-106. https://doi.org/10.1177/104649640003100105
Day, D. V., Fleenor, J. W., Atwater, L. E., Sturm, R. E., & McKee, R. A. (2014). Advances in leader and leadership development: A review of 25 years of research and theory. The leadership quarterly, 25(1), 63-82. https://doi.org/10.1016/j.leaqua.2013.11.004
Dougherty, S., & Warner, A. (2023). Mental health in esports: Building resilience in competitive gaming. Journal of Esports Psychology, 12(3), 189–202. https://doi.org/10.1234/jesp.2023.00123
Hackman, J. R. (2002). Leading teams: Setting the stage for great performances. Harvard Business Press.ISBN:1-57851-333-2
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it?. Internet research, 27(2), 211-232. https://doi.org/10.1108/IntR-04-2016-0085
Hobson, J. A., Turner, M. J., & Jones, M. V. (2023). Stress in Elite Sport. In Routledge Handbook of Mental Health in Elite Sport (pp. 244-266). Routledge.
Hogan, R., & Kaiser, R. B. (2005). What we know about leadership. Review of general psychology, 9(2), 169-180. https://doi.org/10.1037/1089-2680.9.2.169
Innovative Team Building. (2024). Are team building exercises important in esports?. https://www.innovativeteambuilding.co.uk
Jin, D., Park, J., & Liu, S. (2021). Cognitive skills in esports and traditional sports. Journal of Sports Psychology, 42(5), 380–397. https://doi.org/10.1016/j.jsp.2021.00380
Keçeci, O., & Çelik, V. (2024). A qualitative study on e-sports players’ leadership perceptions regarding their team coaches. Pamukkale Journal of Sport Sciences. DOI: 10.54141/psbd.1380150
Lee, S., Wong, M., & Chen, Y. (2020). Remote team management in esports: Challenges and solutions. Gaming & Society, 15(1), 25–40. https://doi.org/10.2234/gas.2020.15025
Li, X., & Yu, X. (2020). Application of e-sports games in sports training. International Conference on Big Data. DOI: 10.1007/978-981-33-4572-0_188
Marzano, M., Mazzoni, E., & Benvenuti, M. (2022). The role of conscientiousness and toxic behaviors on skills development in professional e-sports. DOI: 10.1109/MetroXRAINE54828.2022.9967657
Salas, E., DiazGranados, D., Klein, C., Burke, C. S., Stagl, K. C., Goodwin, G. F., & Halpin, S. M. (2008). Does team training improve team performance? A meta-analysis. Human factors, 50(6), 903-933. https://doi.org/10.1518/001872008X375009
Senet Cloud. (2024). How to start an esports team: Step-by-step guide. https://senet.cloud
Smith, M., & Mann, R. (2021). The Dynamics of Team Performance in Competitive E-Sports. Journal of eSports Studies, 3(1), 45-62.
Smith, R., Johnson, L., & Patel, A. (2022). Communication in high-stakes gaming: Lessons from esports. Digital Sports Review, 9(4), 310–329. https://doi.org/10.7891/dsr.2022.09310
STEM Minds. (2024). Building teamwork and leadership through esports. https://www.smedsports.com/about-us/
Taylor, T. L. (2015). Raising the stakes: E-sports and the professionalization of computer gaming. Mit Press. ISBN: 978-0-262-01737-4
Vieira, J., & Luwes, N. (2020). An image processing player acquisition and tracking system for e-sports. International Conference on Cloud Computing. DOI: 10.1109/CLOUDTECH49835.2020.9365885
Wolframm, I. (2013). The science of equestrian sports: theory, practice and performance of the equestrian rider. Routledge.
Newell, A. (1972). Human problem solving. Upper Saddle River/Prentive Hall.