Author(s): Tuğberk EVRENMehmet KARGÜN**Adem PALA***İlkay YAZARER****
The term e-Sports has been used for a long time within its homogeneous structure but new to the people, achieved a great momentum among the public and in parallel to this, it has carried out the economic growth by raising the capacity year by year. E-sport which enables you to connect single or multiplayer thorough PC / Game / Consoles like mobile devices, gives everyone the chance to interact on this platform. Because it reaches all over the world and to many people it gives a great opportunity for advertisement, many professional sport clubs started to increase their interest. The impact of the sponsors, who has the power of the market, increases exponentially every year. e-Sport, invention of the millennium era, was watched by 204 million people who regularly follow and this number goes up to 454 million with the ones who erratic watchers in 2019. The number of people following the e-Sport in our country turned out with the work of the Ministry of Youth and Sports. In 2017, 4,000,000 people followed e-Sports in Turkey. While the annual revenue of e-Sports in 2015 was $ 325 million, this amount is expected to be $ 1.5 million in 2020. A study of e-Sports, which growth 5 times bigger in the last 5 years, aims to inform people about historical development of e sport, stakeholders of business, types of game and local and global economic information: Sports, Innovative Approach, e-Sports.
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