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DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES

Dijital oyunlar ve reklamcılık: e-spor faaliyetlerinden gelir elde etmek üzerine nitel bir araştırma
Authors: Murat SAĞLAM; Mehmet KARANFİLOĞLU;

DIGITAL GAMES AND ADVERTISING: A QUALITATIVE RESEARCH ON MONETIZING E-SPORTS ACTIVITIES

Abstract

Abstract According to simulation theory, individuals live and work in hyperreality. Digitalization transforms the real into simulacra as the world morph into a virtual world. Individuals are represented by their digital twins in the digital world where new possibilities endure. Digital twins transport individuals to the digital world as virtual representatives of real ones. Life in the digital world is almost indistinguishable from reality. It is additionally conceivable to play games in this new environment. Playing games is a crucial determinant in educational life and meeting various needs such as training and relish in adulthood. With the acceleration of digitalization, playing games are transumed to an actor. Digital gaming brings an opportunity for talented individuals to generate an income through social network broadcasting. It is an environment that has emerged in which individuals may meet digitally rather than physically. In this environment, individuals may mentally organize all sports activities as playing chess, face their opponents in the computer environment, and gather fans. In such digital platforms as Twitch and YouTube, gamers may demonstrate e-sports skills to the related audience. Furthermore, advertising in digital games is a win-to-win method to reach generation Z. Digital gamers who broadcast through the social network may monetize their online gaming activities. This research focuses on digital gaming and advertising. Results of the study in which is conducted with a qualitative method with eight interviewers are provided. Participants selected are among individuals who display and monetize their digital gaming skills on the Twitch platform. The findings briefly indicate that individuals who play digital games are achievement-oriented, have a sense of competing, and seize opportunities. According to the results, it can be seen as the digital gamers and gaming industry are new to the Turkish gaming business and face some disadvantages along with opportunities.

Country
Turkey
Keywords

Dijital oyun, Digital Game, Competition, E-Spor, E-sports, Advertisement, Reklamcılık, E-Sports, Müsabaka, Digital game, Advertisement, Simulation, E-sports, Competition., Dijital oyun, Reklamcılık, Simülasyon, E-spor, Müsabaka., Digital game;Advertisement;Simulation;E-sports;Competition., Digital game, Dijital Oyun, E-spor, Simulation, Simülasyon

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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