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"DIGITAL SPORTS" A RECREATIVE EVENTS IN POPULAR CULTURE

Year 2018, Volume: 20 Issue: 1, 71 - 79, 09.04.2018

Abstract

Sport plays an important role both active and passive in different forms in
every culture from past to present. The technological products, which are
indispensable parts of our daily life with the beginning of the information
age, have included in the concept of "sport". Computer and video
games today are activities that especially individuals benefit in their free
time. There are assumptions in the scientific world that such games are very
influential especially on the socialization of young people. These assumptions
are part of the "digital game-based learning". These digital games
are classified as network, action, adventure, motor sports and racing, role
playing, animation games, sports and strategy games, both according to their
thematic and technological characteristics. In recent times, these games, which
have become popular today the point is to produce new digital games that are
played on the internet and played with multiple players going on the go. It is
thought that digital games which are starting to be accepted as a recreative
activity that can be used in an intensive work environment of every age can be
an effective sports tool in the right usage. In this context, the aim of the
research is to evaluate the digital sports to be glanced at the managers. İn
the research also utilized the qualitative research model, which was thought to
be effective in identifying participants' thoughts, perspectives, and
achievements and the case study technique was utilized. The working group of
the research is composed of 10 participants who are the founders of digital
sports organizations in Turkey. As a result of analyzing the individual
achievement questions of the digital sports directed to the participant in the
research with the analysis program of Nvivo 10, the themes related to
managerial skills, multiculturalism, recreation and health gains were reached.
When this data is evaluated, it can be said that digital sports is a rapidly
increasing trend in Turkey, and when both sides are assessed positively as a sharp
knife, they can support active life in limited time but an addiction effect can
be created when it is not evaluated well.

References

  • Adams E, & Rollings A. (2014) Fundamentals of Game Design. 3. Baskı, Prentice Hall, s.67-81.
  • Andi. Y. (2008), Türkiye Online Oyun Pazar Araştırması Çalışması
  • Biddiss E, & Irwin J. (2010) Active Video Games to Promote Physical Activity in Children and Youth. Arch Pediatr Adolesc Med 164:664-672.
  • Binark, M. & Sütçü Bayraktutan G. (2008) Türkiye de Dijital Oyun Sektörü ve Oyun Geliştiricileri Çalıştayı ve Paneli, Genel Değerlendirme, İstanbul
  • Bynogame Erişim tarihi: 13.09.2017 https://www.bynogame.com/Bilgi-Haber/eSpor/E-spor-ve-E-sporcu-nedir
  • 5mid Erişim tarihi: 13.09.2017 http://5mid.com/espor-nedir
  • Chiu S, Lee J, & Huang D (2004) Video game addiction in children and teenagers in Taiwan. Cyberpsychol Behav 7:571-581.
  • Desai, RA., Krishnan-Sarin, S., Cavallo D. & Potenza M.N. (2010) Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming. Pediatrics 43:173–183.
  • Dong G., Wang J., Yang & Zhou, H. (2012) Risk Personality Traits of Internet Addiction: a Longitudinal Study of Internet-Addicted Chinese University Students. Asia Pac Psychiatry 5:316-321.
  • Lin, M. P., Ko, H. C., & Wu, J. Y. W. (2011). Prevalence and psychosocial risk factors associated with Internet addiction in a nationally representative sample of college students in Taiwan. Cyberpsychology, Behavior, and Social Networking, 14(12), 741-746.
  • Drummond, A.,& Sauer, J.D. (2014) Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics Or Reading. Plos One 9: e87943.
  • Gentile, D. A., & Gentile, J. R. (2008). Violent Video Games as Exemplary Teachers: A Conceptual Analysis. Journal of Youth and Adolescence, 37(2), 127-141.
  • Gentile, D.A. (2009) Pathological Video Game Use Among Youth 8 to 18: A National Study. Psychol Sci 20:594-602.
  • Glesne, C. (2013). Nitel Araştırmaya Giriş (A. Ersoy ve P. Yalçınkaya, Çev. Eds.). (2. Baskı), Ankara: Anı Yayıncılık.
  • Guttmann, A. (2004) Sports: The First Five Millennia. Amherst and Boston: University of Massachusetts Press, 2004.
  • Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing Active Video Games Increases Energy Expenditure in Children. Pediatrics, 124(2), 534-540.
  • Green, C.S., & Bavelier, D. (2003) Action Video Game Modifies Visual Selective Attention. Nature 423:534–537.
  • Greitemeyer, T., & Osswald, S. (2010) Effects of Prosocial Video Games on Prosocial Behavior. J Pers Soc Psychol 98:211-221
  • Griffiths, M.D. (2005) The Therapeutic Value of Videogames. Handbook of Computer Game Studies. J. Goldstein, J. Raessens (Eds), Boston. MIT Pres, s.161–171.
  • Grüsser, S.M, & Thalemann, C., & Griffiths, M. (2007) Excessive Computer Game Playing: Evidence for Addiction and Aggression? Cyberpsychol Behav 10:290-292
  • Hur, M.H. (2006) Demographic, Habitual, and Socioeconomic Determinants of Internet Addiction Disorder: An Empirical Study of Korean Teenagers. Cyberpsychol Behav 9:514–25.
  • Kirriemuir, J. & McFarlane, A. (2004). Literature review in games and learning (Futurelab Series Report, 8). University of Bristol.
  • Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., & Yen, C. F. (2005). Gender Differences and Related Factors Affecting Online Gaming Addiction Among Taiwanese Adolescents. The Journal of nervous and mental disease, 193(4), 273-277.
  • Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009) Development and Validation of A Game Addiction Scale For Adolescents. Media Psychol, 12(Suppl.1): 77-95.
  • Poli, R., & Agrimi, E. (2012). Internet addiction disorder: prevalence in an Italian student population. Nordic journal of psychiatry, 66(1), 55-59.
  • Porter, G., Starcevic, V., Berle, D., & Fenech, P. (2010). Recognizing problem video game use. Australian and New Zealand Journal of Psychiatry, 44(2), 120-128.
  • Prot, S., Anderson, C., Gentile, D. A., Brown, S. C., & Swing, E. L. (2014). The positive and negative effects of video game play. Media & the Well-Being of Children & Adolescents, 109-128.
  • Sestir, M. A., & Bartholow, B. D. (2010). Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes. Journal of Experimental Social Psychology, 46(6), 934-942.
  • Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. addiction, 106(1), 205-212.
  • Chin-Sheng, W., & Chiou, W. B. (2007). The motivations of adolescents who are addicted to online games: A cognitive perspective. Adolescence, 42(165), 179.
  • Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. CyberPsychology & Behavior, 12(2), 241-244.
  • Wang, L. C., & Chen, M. P. (2010). The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning. Innovations in Education and Teaching International, 47(1), 39-52.
  • Yıldırım, A., & Şimşek, H. (2013). Sosyal Bilimlerde Nitel Araştırma Yöntemleri (9. Baskı). No:76, Ankara: Seçkin Yayınları.
  • Yin, R. K. (2009). Case study research: Design and methods (4th ed.). Thousand Oaks, CA: Sage Publications.

POPÜLER KÜLTÜRDE REKREATİF BİR ETKİNLİK OLARAK DİJİTAL SPORLAR

Year 2018, Volume: 20 Issue: 1, 71 - 79, 09.04.2018

Abstract

Spor, gerek aktif gerekse pasif bir
şekilde ve farklı biçimlerde geçmişten günümüze her kültürde önemli bir rol
oynamaktadır. Bilişim çağının başlaması ile günlük hayatımızın vazgeçilmez
parçası olan teknolojik ürünler “spor” kavramının da içerisinde yerini
almıştır. Bilgisayar ve video oyunları günümüzde özellikle bireylerin serbest
zamanlarında aktivite olarak yararlandığı etkinlikler olmuştur. Bilim dünyasında
bu tür oyunların özellikle gençlerin sosyalleşmesi üzerine çok büyük
etkilerinin olduğu yönünde varsayımlar bulunmaktadır. Bu varsayımlar,
"dijital oyun temelli öğrenme" terimi içinde yer almaktadır. Bu
dijital oyunlar hem tematik hem de teknolojik özelliklerine göre ağ, aksiyon,
macera, motor sporları ve yarış, rol yapma, canlandırma oyunları, spor ve
strateji oyunları olarak sınıflandırılmaktadır. Son zamanlarda tercihen
yaygınlaşan bu oyunlar üzerinde günümüzde gelinen nokta internet üzerinden oynanan
ve git gide çoklu oyuncular ile oynanan yeni dijital oyunların üretilmesidir.
Her yaştan bireyin yoğun çalışma ortamında yararlanılabileceği bir rekreatif
aktivite olarak kabul edilmeye başlayan dijital oyunların doğru kullanım
halinde etkin bir spor aracı olabileceği düşünülmektedir. Bu bağlamda
araştırmanın amacı dijital sporların yöneticiler gözüyle değerlendirilmesinin
sergilenmesidir. Araştırma da nitel araştırma modeli katılımcıların
düşüncelerini, bakış açılarını ve kazanımlarını ortaya çıkarmasında etkili
olacağı düşüncesiyle kullanılmış ve durum çalışması tekniğinden
yararlanılmıştır. Araştırmanın çalışma grubunu dijital sporlar
organizasyonlarının Türkiye kurucuları içerisinde yer alan 10 katılımcı
oluşturmaktadır. Araştırmada katılımcılara yöneltilen Dijital sporların
bireysel kazanımları sorularının Nvivo 10 analiz programı ile analizi sonucunda
yönetimsel beceriler, çokkültürlülük, rekreasyon ve sağlık kazanımlarına
ilişkin temalara ulaşılmıştır. Bu veriler değerlendirildiğinde Dijital sporlarının
Türkiye’de hızla yaygınlaşan bir akım olduğu bununla birlikte iki tarafı keskin
bir bıçak gibi olumlu yönde değerlendirildiğinde kısıtlı zamanlarda aktif
yaşamı destekleyebildiği fakat iyi değerlendirilemediğinde ise bir bağımlılık
etkisi yaratabileceği söylenebilir.

References

  • Adams E, & Rollings A. (2014) Fundamentals of Game Design. 3. Baskı, Prentice Hall, s.67-81.
  • Andi. Y. (2008), Türkiye Online Oyun Pazar Araştırması Çalışması
  • Biddiss E, & Irwin J. (2010) Active Video Games to Promote Physical Activity in Children and Youth. Arch Pediatr Adolesc Med 164:664-672.
  • Binark, M. & Sütçü Bayraktutan G. (2008) Türkiye de Dijital Oyun Sektörü ve Oyun Geliştiricileri Çalıştayı ve Paneli, Genel Değerlendirme, İstanbul
  • Bynogame Erişim tarihi: 13.09.2017 https://www.bynogame.com/Bilgi-Haber/eSpor/E-spor-ve-E-sporcu-nedir
  • 5mid Erişim tarihi: 13.09.2017 http://5mid.com/espor-nedir
  • Chiu S, Lee J, & Huang D (2004) Video game addiction in children and teenagers in Taiwan. Cyberpsychol Behav 7:571-581.
  • Desai, RA., Krishnan-Sarin, S., Cavallo D. & Potenza M.N. (2010) Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming. Pediatrics 43:173–183.
  • Dong G., Wang J., Yang & Zhou, H. (2012) Risk Personality Traits of Internet Addiction: a Longitudinal Study of Internet-Addicted Chinese University Students. Asia Pac Psychiatry 5:316-321.
  • Lin, M. P., Ko, H. C., & Wu, J. Y. W. (2011). Prevalence and psychosocial risk factors associated with Internet addiction in a nationally representative sample of college students in Taiwan. Cyberpsychology, Behavior, and Social Networking, 14(12), 741-746.
  • Drummond, A.,& Sauer, J.D. (2014) Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics Or Reading. Plos One 9: e87943.
  • Gentile, D. A., & Gentile, J. R. (2008). Violent Video Games as Exemplary Teachers: A Conceptual Analysis. Journal of Youth and Adolescence, 37(2), 127-141.
  • Gentile, D.A. (2009) Pathological Video Game Use Among Youth 8 to 18: A National Study. Psychol Sci 20:594-602.
  • Glesne, C. (2013). Nitel Araştırmaya Giriş (A. Ersoy ve P. Yalçınkaya, Çev. Eds.). (2. Baskı), Ankara: Anı Yayıncılık.
  • Guttmann, A. (2004) Sports: The First Five Millennia. Amherst and Boston: University of Massachusetts Press, 2004.
  • Graf, D. L., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing Active Video Games Increases Energy Expenditure in Children. Pediatrics, 124(2), 534-540.
  • Green, C.S., & Bavelier, D. (2003) Action Video Game Modifies Visual Selective Attention. Nature 423:534–537.
  • Greitemeyer, T., & Osswald, S. (2010) Effects of Prosocial Video Games on Prosocial Behavior. J Pers Soc Psychol 98:211-221
  • Griffiths, M.D. (2005) The Therapeutic Value of Videogames. Handbook of Computer Game Studies. J. Goldstein, J. Raessens (Eds), Boston. MIT Pres, s.161–171.
  • Grüsser, S.M, & Thalemann, C., & Griffiths, M. (2007) Excessive Computer Game Playing: Evidence for Addiction and Aggression? Cyberpsychol Behav 10:290-292
  • Hur, M.H. (2006) Demographic, Habitual, and Socioeconomic Determinants of Internet Addiction Disorder: An Empirical Study of Korean Teenagers. Cyberpsychol Behav 9:514–25.
  • Kirriemuir, J. & McFarlane, A. (2004). Literature review in games and learning (Futurelab Series Report, 8). University of Bristol.
  • Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., & Yen, C. F. (2005). Gender Differences and Related Factors Affecting Online Gaming Addiction Among Taiwanese Adolescents. The Journal of nervous and mental disease, 193(4), 273-277.
  • Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009) Development and Validation of A Game Addiction Scale For Adolescents. Media Psychol, 12(Suppl.1): 77-95.
  • Poli, R., & Agrimi, E. (2012). Internet addiction disorder: prevalence in an Italian student population. Nordic journal of psychiatry, 66(1), 55-59.
  • Porter, G., Starcevic, V., Berle, D., & Fenech, P. (2010). Recognizing problem video game use. Australian and New Zealand Journal of Psychiatry, 44(2), 120-128.
  • Prot, S., Anderson, C., Gentile, D. A., Brown, S. C., & Swing, E. L. (2014). The positive and negative effects of video game play. Media & the Well-Being of Children & Adolescents, 109-128.
  • Sestir, M. A., & Bartholow, B. D. (2010). Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes. Journal of Experimental Social Psychology, 46(6), 934-942.
  • Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. addiction, 106(1), 205-212.
  • Chin-Sheng, W., & Chiou, W. B. (2007). The motivations of adolescents who are addicted to online games: A cognitive perspective. Adolescence, 42(165), 179.
  • Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. CyberPsychology & Behavior, 12(2), 241-244.
  • Wang, L. C., & Chen, M. P. (2010). The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning. Innovations in Education and Teaching International, 47(1), 39-52.
  • Yıldırım, A., & Şimşek, H. (2013). Sosyal Bilimlerde Nitel Araştırma Yöntemleri (9. Baskı). No:76, Ankara: Seçkin Yayınları.
  • Yin, R. K. (2009). Case study research: Design and methods (4th ed.). Thousand Oaks, CA: Sage Publications.
There are 34 citations in total.

Details

Primary Language Turkish
Journal Section Makaleler
Authors

Melike Esentaş

Pınar Güzel This is me

Mehmet Vural This is me

Publication Date April 9, 2018
Acceptance Date February 2, 2018
Published in Issue Year 2018 Volume: 20 Issue: 1

Cite

APA Esentaş, M., Güzel, P., & Vural, M. (2018). POPÜLER KÜLTÜRDE REKREATİF BİR ETKİNLİK OLARAK DİJİTAL SPORLAR. Beden Eğitimi Ve Spor Bilimleri Dergisi, 20(1), 71-79.