Universal Journal of Educational Research Vol. 6(6), pp. 1243 - 1251
DOI: 10.13189/ujer.2018.060615
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What Is Being Played in the World? Mobile eSport Applications


Ahmet Atalay 1,*, Arif Cem Topuz 2
1 School of Physical Education and Sport, Ardahan University, Turkey
2 Engineering Faculty, Ardahan University, Turkey

ABSTRACT

In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the present study. A data collection form was developed by the researcher of the study in order to collect the data in the study. This form included the number of the countries, the popularity ratings of the application, the name of the application, the type of it, the age limit, the rating of the likes, the company that developed it, the version and the first appearance date. The study was conducted with the Qualitative Research Method, and the Case Study design was made use of in this process; and the Descriptive Analysis Method was used to analyze the data. As a result of the study, it was determined that the most popular eSport applications at a global scale were football, which ranked the first, basketball, billiards, badminton, skateboarding, golf and dart. It was also determined that the popularity of the mobile eSport applications changed according to countries and according to being free or paid. It was determined that the popularity of these applications differed according to the individuals using the App Store and Google Play Store application markets. As a result, it is possible to claim that mobile eSport applications have a wide usage area at a global scale and are accepted widely. In addition, it was observed that the interest in eSport applications was similar to that in traditional sports. However, in the present study, a certain date was set, and the interest in mobile eSport applications was analyzed according to this specific date. In future studies, different dates and different fields like educational sciences may be set to analyze the interest in mobile eSport applications. In this way, findings may be obtained on the change of the interest in mobile eSport applications according to time. The findings of the present study and similar studies may have the quality of guiding researchers and system/software developers in terms of showing the present status of the topic and revealing the relevant needs.

KEYWORDS
Sport Management, eSport, Mobil eSport, Mobil Sport Applications

Cite this paper
Ahmet Atalay , Arif Cem Topuz . "What Is Being Played in the World? Mobile eSport Applications." Universal Journal of Educational Research 6.6 (2018) 1243 - 1251. doi: 10.13189/ujer.2018.060615.