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TRİBÜNLERDEN SANAL SPORCULARA: TARAFTARLARIN SOSYAL MEDYADA TAKIMLARINI TAKİP ETME MOTİVASYONUNUN DİJİTAL SPOR OYUNLARI MOTİVASYONUNA ETKİSİ

Year 2025, Volume: 6 Issue: 3, 199 - 209, 22.12.2025

Abstract

Bu çalışma, taraftarların sosyal medyada takımlarını takip etme motivasyonunun (TSMTTEMÖ) dijital spor oyunları motivasyonuna (KDSOMÖ) etkisini incelemeyi amaçlamaktadır. İlişkisel Tarama Modeli’nde yürütülen araştırmanın örneklemini, Erzurum’da yaşayan ve kartopu örnekleme ile ulaşılan 534 spor taraftarı (206 kadın, 328 erkek) oluşturmuştur. Veri toplama araçları olarak Kişisel Bilgi Formu, TSMTTEMÖ ve KDSOMÖ kullanılmış; normallik varsayımı sağlandıktan sonra bağımsız örneklemler t-testi, tek yönlü ANOVA, Pearson korelasyon ve basit doğrusal regresyon analizleri uygulanmıştır. Bulgular, her iki ölçekte ve tüm alt boyutlarda erkeklerin kadınlara göre anlamlı biçimde daha yüksek puanlar aldığını göstermiştir (p<.001). Desteklenen takıma göre farklılaşmalar incelendiğinde, TSMTTEMÖ’de Galatasaray taraftarlarının; KDSOMÖ’de ise Galatasaray ve Fenerbahçe taraftarlarının puanlarının daha yüksek olduğu belirlenmiştir. Platform tercihlerinde TSMTTEMÖ açısından mobil kullanıcılar en yüksek, KDSOMÖ’de ise çoğu boyutta konsol kullanıcıları en yüksek motivasyona sahiptir; fantezi boyutunda bilgisayar kullanıcıları öne çıkmıştır. TSMTTEMÖ ile KDSOMÖ arasında orta-yüksek düzeyde pozitif korelasyonlar saptanmıştır (p<.001). Regresyon sonucunda TSMTTEMÖ’nün KDSOMÖ üzerinde anlamlı ve pozitif etkiye sahip olduğu görülmüştür (β=.642, R²=.412, p<.001). Bulgular, kulüplerin dijital pazarlama ve oyunlaştırma stratejilerinde demografik özellikler ve platform tercihlerinin dikkate alınmasının taraftar bağlılığını ve dijital katılımı artırabileceğine işaret etmektedir.

References

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  • Annamalai, B., Yoshida, M., Varshney, S., Pathak, A. A., & Venugopal, P. (2021). Social media content strategy for sport clubs to drive fan engagement. Journal of Retailing and Consumer Services, 62, 102648. https://doi.org/10.1016/j.jretconser.2021.102648
  • Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of Gambling Studies, 35(2), 351-365. https://doi.org/10.1007/s10899-018-9763-1
  • Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a professional gamer: Gaming motives as predictors of career plans to become a professional esport player. Frontiers in Psychology, 11, 1866. https://doi.org/10.3389/fpsyg.2020.01866
  • Billings, A., & Mikkilineni, S. D. (2023). The next best thing: How media dependency and uses and gratifications inform esport fandom during the COVID-19 pandemic. American Behavioral Scientist, 67(10), 1212-1229. https://doi.org/10.1177/00027642221118277
  • Büyüköztürk, Ş., Çakmak, E. K., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2024). Bilimsel araştırma yöntemleri (32. baskı). Pegem Akademi Yayıncılık.
  • Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through virtual worlds. Computers & Education, 57(4), 2382-2394. https://doi.org/10.1016/j.compedu.2011.06.019
  • Choi, B., & Baek, Y. (2013). Rethinking fantasy as a contributor to intrinsic motivation in digital gameplay. Psychology of Gaming, 83-92.
  • Christensen, L. B., Johnson, R. B., & Turner, L. A. (2015). Research methods, design, and analysis (12th ed.). Pearson Education.
  • Cianfrone, B. A., Zhang, J. J., & Jae Ko, Y. (2011). Dimensions of motivation associated with playing sport video games: Modification and extension of the sport video game motivation scale. Sport, Business and Management: An International Journal, 1(2), 172-189. https://doi.org/10.1108/20426781111146763
  • Cook, D. A., & Artino Jr, A. R. (2016). Motivation to learn: An overview of contemporary theories. Medical Education, 50(10), 997-1014. https://doi.org/10.1111/medu.13074
  • Çelik, F. (2022). Taraftarların sosyal medyada takımlarını takip etme motivasyonlarının kullanımlar ve doyumlar teorisi bağlamında incelenmesi: Bir ölçek geliştirme çalışması. İletişim ve Toplum Araştırmaları Dergisi, 2(1), 72-93. https://doi.org/10.29228/itamder.58033
  • Demirbilek, M., & Koç, D. (2016). Video oyunlarının ve video oyun kafelerin birey sağlığına etkileri: Nitel bir araştırma. Akademik Bilişim Konferansı.
  • Filo, K., Lock, D., & Karg, A. (2015). Sport and social media research: A review. Sport Management Review, 18(2), 166-181. https://doi.org/10.1016/j.smr.2014.11.001
  • Gelen, N. K., Öntürk, Y., Yaraş, A., Satılmış, S. E., & Şahin, İ. (2022). Investigation of sport team evangelism (eFANgelism) behaviors of faculty of sports sciences students. Mediterranean Journal of Sport Science, 5(3), 675-685. https://doi.org/10.38021/asbid.1148591
  • Griffiths, M.D. (2017). The psychosocial impact of professional gambling, professional video gaming & eSports. Casino & Gaming International, 28, 59-63.
  • Huettermann, M., & Pizzo, A. D. (2022). Esports fan engagement: A comparison of PC and console esports team fans. Frontiers in Sports and Active Living, 4, 880294. https://doi.org/10.3389/fspor.2022.880294
  • Jeong, J. H., & Bae, S. M. (2022). The relationship between types of smartphone use, digital literacy, and smartphone addiction in the elderly. Psychiatry Investigation, 19(10), 832-839. https://doi.org/10.30773/pi.2021.0400
  • Johnson, D., Gardner, J., & Sweetser, P. (2016). Motivations for videogame play: Predictors of time spent playing. Computers in Human Behavior, 63, 805-812. https://doi.org/10.1016/j.chb.2016.06.028
  • Karababa, B., Yılmaz, E., Şahin, A. E., & Çeçen, R. (2024). Taraftar motivasyonu ve taraftar saldırganlığı arasındaki ilişkinin incelenmesi. International Journal of Eurasia Social Sciences/Uluslararasi Avrasya Sosyal Bilimler Dergisi, 15(58), 1509-1523. http://dx.doi.org/10.35826/ijoess.4548
  • Karasar, N. (2021). Bilimsel araştırma yöntemi: Kavramlar, ilkeler, teknikler (36. baskı). Nobel Yayıncılık.
  • Kilci, A. K. (2020). Dijital spor oyunları motivasyon ölçeği (DSOMÖ): Türkçeye uyarlama, geçerlik ve güvenirlik çalışması. International Journal of Sport Exercise and Training Sciences-IJSETS, 6(1), 6-18. https://doi.org/10.18826/useeabd.623526
  • Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8(1), 28-40. https://doi.org/10.1108/IJSMS-08-01-2006-B006
  • Király, O., Billieux, J., King, D. L., Urbán, R., Koncz, P., Polgár, E., & Demetrovics, Z. (2022). A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI). Journal of Behavioral Addictions, 11(3), 796-819. https://doi.org/10.1556/2006.2022.00048
  • Liu, F., Lim, E. T., Li, H., Tan, C. W., & Cyr, D. (2020). Disentangling utilitarian and hedonic consumption behavior in online shopping: An expectation disconfirmation perspective. Information & Management, 57(3), 103199. https://doi.org/10.1016/j.im.2019.103199
  • Mastromartino, B., Sveinson, K., & Su, Y. (2025). A gendered socialization perspective on gender differences in sport fandom. International Journal of Sports Marketing and Sponsorship. https://doi.org/10.1108/IJSMS-12-2024-0335
  • McDonald, H., Biscaia, R., Yoshida, M., Conduit, J., & Doyle, J. P. (2022). Customer engagement in sport: An updated review and research agenda. Journal of Sport Management, 36(3), 289-304. https://doi.org/10.1123/jsm.2021-0233
  • Moller, A. C., Kornfield, R., & Lu, A. S. (2024). Competition and digital game design: A self-determination theory perspective. Interacting with Computers, iwae023. https://doi.org/10.1093/iwc/iwae023
  • Rai, J. S., Kajla, T., Itani, M., & Cho, H. (2025). Social media in sport: A systematic review and research agenda using the theory, context, characteristics, and methodology framework. International Journal of Consumer Studies, 49(5), e70102. https://doi.org/10.1111/ijcs.70102
  • Ratten, V., & Thompson, A. J. (2020). Digital sport entrepreneurial ecosystems. Thunderbird International Business Review, 62(5), 565-578. https://doi.org/10.1002/tie.22160
  • Rejikumar, G., Jose, A., Mathew, S., Chacko, D. P., & Asokan-Ajitha, A. (2022). Towards a theory of well-being in digital sports viewing behavior. Journal of Services Marketing, 36(2), 245-263. https://doi.org/10.1108/JSM-06-2020-0247
  • 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://doi.org/10.1016/j.chb.2016.10.019
  • Stavros, C., Meng, M. D., Westberg, K., & Farrelly, F. (2014). Understanding fan motivation for interacting on social media. Sport Management Review, 17(4), 455-469. https://doi.org/10.1016/j.smr.2013.11.004
  • Şahin, A., & Gül, M. (2023). The investigation of soccer fans social media using motivations. Akdeniz Spor Bilimleri Dergisi, 6(4), 1310-1321. https://doi.org/10.38021/asbid.1287624
  • Tabachnick, B. G., Fidell, L. S., & Ullman, J. B. (2013). Using multivariate statistics. MA: Pearson.
  • Trail, G. T., Alfaro-Barrantes, P., & Kim, Y. (2023). Consolidation of concepts and scales examining external activation factors affecting sport consumption. Sport Marketing Quarterly, 32(3), 246-264. https://doi.org/10.32731/smq.323.092023.06
  • Wang, L., Li, J., Chen, Y., Chai, X., Zhang, Y., Wang, Z., ... & Gao, X. (2021). Gaming motivation and negative psychosocial outcomes in male adolescents: An individual-centered 1-year longitudinal study. Frontiers in Psychology, 12, 743273. https://doi.org/10.3389/fpsyg.2021.743273
  • Yoshida, M., & James, J. D. (2010). Customer satisfaction with game and service experiences: Antecedents and consequences. Journal of Sport Management, 24(3), 338-361. https://doi.org/10.1123/jsm.24.3.338

VIRTUAL ATHLETES FROM THE STANDS: THE EFFECT OF FANS’ MOTIVATION TO FOLLOW THEIR TEAMS ON SOCIAL MEDIA ON DIGITAL SPORTS GAME MOTIVATION

Year 2025, Volume: 6 Issue: 3, 199 - 209, 22.12.2025

Abstract

This study aims to examine how fans’ motivation to follow their teams on social media (FMTFSM) influences digital sports game motivation (DSGM). Using a correlational survey design, data were collected from 534 sports fans in Erzurum, Turkey (206 women, 328 men) recruited via snowball sampling. Instruments included a Personal Information Form, FMTFSM, and PDSGM. After confirming normality, independent samples t-tests, one-way ANOVA, Pearson correlations, and simple linear regression were conducted. Results showed that men scored significantly higher than women on both scales and all subdimensions (p<.001). By team allegiance, fans of Galatasaray had higher FMTFSM scores, while both Galatasaray and Fenerbahçe fans had higher PDSGM scores. Regarding platforms, mobile players exhibited the highest FMTFSM scores; for PDSGM, console players scored highest on most dimensions, whereas PC players led only on the fantasy dimension. FMTFSM and DSGM were positively correlated at moderate to high levels across subdimensions (p<.001). Regression analysis indicated a significant positive effect of FMTFSM on PDSGM (β=.642, R²=.412, p<.001). These findings suggest that incorporating demographic characteristics and platform preferences into clubs’ digital marketing and gamification strategies may enhance fan engagement and digital participation.

References

  • Ahiabor, D. K., Kosiba, J. P. B., Gli, D. D., Tweneboah-Koduah, E. Y., & Hinson, R. E. (2023). Satellite fans engagement with social networking sites influence on sport team brand equity: A UGT perspective. Digital Business, 3(2), 100064. https://doi.org/10.1016/j.digbus.2023.100064
  • Allison, R., & Knoester, C. (2021). Gender, sexual, and sports fan identities. Sociology of Sport Journal, 38(3), 310-321. https://doi.org/10.1123/ssj.2020-0036
  • Annamalai, B., Yoshida, M., Varshney, S., Pathak, A. A., & Venugopal, P. (2021). Social media content strategy for sport clubs to drive fan engagement. Journal of Retailing and Consumer Services, 62, 102648. https://doi.org/10.1016/j.jretconser.2021.102648
  • Bányai, F., Griffiths, M. D., Király, O., & Demetrovics, Z. (2019). The psychology of esports: A systematic literature review. Journal of Gambling Studies, 35(2), 351-365. https://doi.org/10.1007/s10899-018-9763-1
  • Bányai, F., Zsila, Á., Griffiths, M. D., Demetrovics, Z., & Király, O. (2020). Career as a professional gamer: Gaming motives as predictors of career plans to become a professional esport player. Frontiers in Psychology, 11, 1866. https://doi.org/10.3389/fpsyg.2020.01866
  • Billings, A., & Mikkilineni, S. D. (2023). The next best thing: How media dependency and uses and gratifications inform esport fandom during the COVID-19 pandemic. American Behavioral Scientist, 67(10), 1212-1229. https://doi.org/10.1177/00027642221118277
  • Büyüköztürk, Ş., Çakmak, E. K., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2024). Bilimsel araştırma yöntemleri (32. baskı). Pegem Akademi Yayıncılık.
  • Choi, B., & Baek, Y. (2011). Exploring factors of media characteristic influencing flow in learning through virtual worlds. Computers & Education, 57(4), 2382-2394. https://doi.org/10.1016/j.compedu.2011.06.019
  • Choi, B., & Baek, Y. (2013). Rethinking fantasy as a contributor to intrinsic motivation in digital gameplay. Psychology of Gaming, 83-92.
  • Christensen, L. B., Johnson, R. B., & Turner, L. A. (2015). Research methods, design, and analysis (12th ed.). Pearson Education.
  • Cianfrone, B. A., Zhang, J. J., & Jae Ko, Y. (2011). Dimensions of motivation associated with playing sport video games: Modification and extension of the sport video game motivation scale. Sport, Business and Management: An International Journal, 1(2), 172-189. https://doi.org/10.1108/20426781111146763
  • Cook, D. A., & Artino Jr, A. R. (2016). Motivation to learn: An overview of contemporary theories. Medical Education, 50(10), 997-1014. https://doi.org/10.1111/medu.13074
  • Çelik, F. (2022). Taraftarların sosyal medyada takımlarını takip etme motivasyonlarının kullanımlar ve doyumlar teorisi bağlamında incelenmesi: Bir ölçek geliştirme çalışması. İletişim ve Toplum Araştırmaları Dergisi, 2(1), 72-93. https://doi.org/10.29228/itamder.58033
  • Demirbilek, M., & Koç, D. (2016). Video oyunlarının ve video oyun kafelerin birey sağlığına etkileri: Nitel bir araştırma. Akademik Bilişim Konferansı.
  • Filo, K., Lock, D., & Karg, A. (2015). Sport and social media research: A review. Sport Management Review, 18(2), 166-181. https://doi.org/10.1016/j.smr.2014.11.001
  • Gelen, N. K., Öntürk, Y., Yaraş, A., Satılmış, S. E., & Şahin, İ. (2022). Investigation of sport team evangelism (eFANgelism) behaviors of faculty of sports sciences students. Mediterranean Journal of Sport Science, 5(3), 675-685. https://doi.org/10.38021/asbid.1148591
  • Griffiths, M.D. (2017). The psychosocial impact of professional gambling, professional video gaming & eSports. Casino & Gaming International, 28, 59-63.
  • Huettermann, M., & Pizzo, A. D. (2022). Esports fan engagement: A comparison of PC and console esports team fans. Frontiers in Sports and Active Living, 4, 880294. https://doi.org/10.3389/fspor.2022.880294
  • Jeong, J. H., & Bae, S. M. (2022). The relationship between types of smartphone use, digital literacy, and smartphone addiction in the elderly. Psychiatry Investigation, 19(10), 832-839. https://doi.org/10.30773/pi.2021.0400
  • Johnson, D., Gardner, J., & Sweetser, P. (2016). Motivations for videogame play: Predictors of time spent playing. Computers in Human Behavior, 63, 805-812. https://doi.org/10.1016/j.chb.2016.06.028
  • Karababa, B., Yılmaz, E., Şahin, A. E., & Çeçen, R. (2024). Taraftar motivasyonu ve taraftar saldırganlığı arasındaki ilişkinin incelenmesi. International Journal of Eurasia Social Sciences/Uluslararasi Avrasya Sosyal Bilimler Dergisi, 15(58), 1509-1523. http://dx.doi.org/10.35826/ijoess.4548
  • Karasar, N. (2021). Bilimsel araştırma yöntemi: Kavramlar, ilkeler, teknikler (36. baskı). Nobel Yayıncılık.
  • Kilci, A. K. (2020). Dijital spor oyunları motivasyon ölçeği (DSOMÖ): Türkçeye uyarlama, geçerlik ve güvenirlik çalışması. International Journal of Sport Exercise and Training Sciences-IJSETS, 6(1), 6-18. https://doi.org/10.18826/useeabd.623526
  • Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 8(1), 28-40. https://doi.org/10.1108/IJSMS-08-01-2006-B006
  • Király, O., Billieux, J., King, D. L., Urbán, R., Koncz, P., Polgár, E., & Demetrovics, Z. (2022). A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI). Journal of Behavioral Addictions, 11(3), 796-819. https://doi.org/10.1556/2006.2022.00048
  • Liu, F., Lim, E. T., Li, H., Tan, C. W., & Cyr, D. (2020). Disentangling utilitarian and hedonic consumption behavior in online shopping: An expectation disconfirmation perspective. Information & Management, 57(3), 103199. https://doi.org/10.1016/j.im.2019.103199
  • Mastromartino, B., Sveinson, K., & Su, Y. (2025). A gendered socialization perspective on gender differences in sport fandom. International Journal of Sports Marketing and Sponsorship. https://doi.org/10.1108/IJSMS-12-2024-0335
  • McDonald, H., Biscaia, R., Yoshida, M., Conduit, J., & Doyle, J. P. (2022). Customer engagement in sport: An updated review and research agenda. Journal of Sport Management, 36(3), 289-304. https://doi.org/10.1123/jsm.2021-0233
  • Moller, A. C., Kornfield, R., & Lu, A. S. (2024). Competition and digital game design: A self-determination theory perspective. Interacting with Computers, iwae023. https://doi.org/10.1093/iwc/iwae023
  • Rai, J. S., Kajla, T., Itani, M., & Cho, H. (2025). Social media in sport: A systematic review and research agenda using the theory, context, characteristics, and methodology framework. International Journal of Consumer Studies, 49(5), e70102. https://doi.org/10.1111/ijcs.70102
  • Ratten, V., & Thompson, A. J. (2020). Digital sport entrepreneurial ecosystems. Thunderbird International Business Review, 62(5), 565-578. https://doi.org/10.1002/tie.22160
  • Rejikumar, G., Jose, A., Mathew, S., Chacko, D. P., & Asokan-Ajitha, A. (2022). Towards a theory of well-being in digital sports viewing behavior. Journal of Services Marketing, 36(2), 245-263. https://doi.org/10.1108/JSM-06-2020-0247
  • 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://doi.org/10.1016/j.chb.2016.10.019
  • Stavros, C., Meng, M. D., Westberg, K., & Farrelly, F. (2014). Understanding fan motivation for interacting on social media. Sport Management Review, 17(4), 455-469. https://doi.org/10.1016/j.smr.2013.11.004
  • Şahin, A., & Gül, M. (2023). The investigation of soccer fans social media using motivations. Akdeniz Spor Bilimleri Dergisi, 6(4), 1310-1321. https://doi.org/10.38021/asbid.1287624
  • Tabachnick, B. G., Fidell, L. S., & Ullman, J. B. (2013). Using multivariate statistics. MA: Pearson.
  • Trail, G. T., Alfaro-Barrantes, P., & Kim, Y. (2023). Consolidation of concepts and scales examining external activation factors affecting sport consumption. Sport Marketing Quarterly, 32(3), 246-264. https://doi.org/10.32731/smq.323.092023.06
  • Wang, L., Li, J., Chen, Y., Chai, X., Zhang, Y., Wang, Z., ... & Gao, X. (2021). Gaming motivation and negative psychosocial outcomes in male adolescents: An individual-centered 1-year longitudinal study. Frontiers in Psychology, 12, 743273. https://doi.org/10.3389/fpsyg.2021.743273
  • Yoshida, M., & James, J. D. (2010). Customer satisfaction with game and service experiences: Antecedents and consequences. Journal of Sport Management, 24(3), 338-361. https://doi.org/10.1123/jsm.24.3.338
There are 39 citations in total.

Details

Primary Language Turkish
Subjects Sports Science and Exercise (Other)
Journal Section Research Article
Authors

Gökçer Aydın 0009-0005-5545-6608

Gökhan Aydın 0000-0001-6183-3688

Submission Date September 12, 2025
Acceptance Date December 8, 2025
Publication Date December 22, 2025
Published in Issue Year 2025 Volume: 6 Issue: 3

Cite

APA Aydın, G., & Aydın, G. (2025). TRİBÜNLERDEN SANAL SPORCULARA: TARAFTARLARIN SOSYAL MEDYADA TAKIMLARINI TAKİP ETME MOTİVASYONUNUN DİJİTAL SPOR OYUNLARI MOTİVASYONUNA ETKİSİ. Sivas Cumhuriyet Üniversitesi Spor Bilimleri Dergisi, 6(3), 199-209.

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