The Transition to Online Tournaments: The Historical and Technological Evolution of E-Sports
Özet
Referanslar
Ali̇Oğlu, M., & Algül, A. (2021). Türki̇ye’de Di̇ji̇tal Oyun Durumu: E-Spor Oyuncularinin Değerlendi̇rmeleri̇yle League of Legends Örneği̇ [Digital Game Status in Turkey: Assessments of E-Sports Players with the Example of League of Legends]. İstanbul Aydın Üniversitesi Sosyal Bilimler Dergisi, 13(1), 121–154. https://doi.org/10.17932/IAU.IAUSBD.2021.021/iausbd_v13i1005
Binark, & Bayraktutan, Öğr. Gör. G. (2008). Dijital Oyun Kültürü ve Türkiye’de Gençliğin İnternet Kafe Kullanım Pratikleri [Digital Game Culture and Internet Cafe Usage Practices of Youth in Turkey]. Ütopya Yayınevi.
Binark, M., Sütcü, G. B., & Buçakçı, F. (2009). How Turkish Young People Utilize Internet Cafes: The Results Of Ethnographic Research In Ankara.
Borowy, M. (2013). Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests.
Cheung, G., & Huang, J. (2011). Starcraft from the stands: Understanding the game spectator. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 763–772. https://doi.org/10.1145/1978942.1979053
Cunningham, S., & Craig, D. (2018). Creator labour in the digital media economy. Media International Australia, 167(1), 16–29.
Fung, A. Y. H. (2014). Online Games and Chinese National Identities. In H.-K. Lee & L. Lim (Eds.), Cultural Policies in East Asia: Dynamics between the State, Arts and Creative Industries (pp. 53–68). Palgrave Macmillan UK. https://doi.org/10.1057/9781137327772_4
ITMAM Consultancy. (2024). E-games in Kingdom of Saudi Arabia (No. 3).
Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York University Press.
Kent, S. L., & Molyneux, P. (2001). The ultimate history of video games: From Pong to Pokémon and beyond: The story behind the craze that touched our lives and changed the world. Prima Pub.
Li, R. (2017). Good luck have fun: The rise of eSports (First paperback edition). Skyhorse Publishing.
Liu, Y. (2022). An Aesthetic Study of Moba Games from a Historical Perspective. SSRN Electronic Journal. https://doi.org/10.2139/ssrn.4084577
Lowood, H. (2009). The first competitive gaming event: The Intergalactic Spacewar Olympics. IEEE Annals of the History of Computing, 31(3), 85-88.
Nguyen Thanh Luan, L., & Nguyen Ba Long, K. (2022). eSports: From a competition to a billion-dollar industry: Tencent Ltd case study.
Pizzo, A. D., Baker, B., Funk, D. C., & Zhang, J. J. (2018). Expanding the sportscape: A multi-site case study of the spectator experience at esports events. Sport Management Review, 21(3), 253–266.
Rahmawati, D., Mulyana, D., Karlinah, S., & Hadisiwi, P. (2005). The Cultural Characteristics of Online Players in the Internet Cafes of Jabodetabek, Indonesia.
Rusanen, J., & Gaponenko, E. (2024). The Impact of GetOnline LAN Party on Youth and Young Adults: A Case Study of Garde-Party in Kajaani, Finland.
Saarikoski, P., Suominen, J., & Reunanen, M. (2017). The Gamification of Digital Gaming – Video Game Competitions and High Score Tables as a Prehistory of E-Sports in Finland in the 1980s and Early 1990s.
Schmidt, G. B. (2015). The King of Kong: A Fistful of Quarters. Journal of Management Education, 39(6), 801–805. https://doi.org/10.1177/1052562915587584
Scholz, T. M. (2019). eSports is business: The rise of professional video gaming. Palgrave Macmillan.
Strunk, T. (2021). Story Mode: Video Games and the Interplay between Consoles and Culture. Simon and Schuster.
T. C. Gençlik ve Spor Bakanlığı. (2018). E-Spor Raporu [E-Sports Report].
Taylor, T. L. (2012). Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press.
Vasiliev, A., & Pechatnova, J. (2023). Regulatory Models in E-Sports. Legal Issues in the Digital Age, 4(4), 4–22. https://doi.org/10.17323/2713-2749.2023.4.4.22
Wagner, M. G. (2006). On the Scientific Relevance of eSports.
Wolf, M. J. P. (Ed.). (2012). Before the crash: Early video game history. Wayne State University Press.
Yuzyk, M., & Seidner, P. (2022). E-Sports Competitions. In N. Kryvinska & M. Greguš (Eds.), Developments in Information & Knowledge Management for Business Applications (Vol. 421, pp. 671–716). Springer International Publishing. https://doi.org/10.1007/978-3-030-97008-6_30
Zhouxiang, L. (2022). A History of Competitive Gaming (1st ed.). Routledge. https://doi.org/10.4324/9781003095859