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dc.contributor.advisorKarpat, Colleen Kennedyen_US
dc.contributor.authorÖzbıçakçı, Samet Taygunen_US
dc.date.accessioned2016-09-27T10:26:33Z
dc.date.available2016-09-27T10:26:33Z
dc.date.copyright2016-09
dc.date.issued2016-09
dc.date.submitted2016-09-21
dc.identifier.urihttp://hdl.handle.net/11693/32291
dc.descriptionCataloged from PDF version of article.en_US
dc.descriptionThesis (M.S.): Bilkent University, Department of Communication and Design, İhsan Doğramacı Bilkent University, 2016.en_US
dc.descriptionIncludes bibliographical references (leaves 76-80).en_US
dc.description.abstractA fan can be anyone who has both potential media consumer and producer. Fandom as we call, is a community of fans interested in a specific media context such as actor, author or TV series. This study is about the developing fandom around eSports (electronic sports) in Turkey, analyzing game fans interaction with League of Legends which has become a product of popular culture. To investigate eSports fandom, this study relies on interviews with professional and amateur players and virtual ethnographic methods. Findings of the interviews and ethnographic data aim to ground the similarities between League of Legends players reproducing and code switching techniques in the light of Anglo American studies on series and movie fandom.en_US
dc.description.statementofresponsibilityby Samet Taygun Özbıçakçı.en_US
dc.format.extentix, 80 leaves : illustrations.en_US
dc.language.isoEnglishen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectFanen_US
dc.subjectFandomen_US
dc.subjecteSportsen_US
dc.subjectLeague of Legendsen_US
dc.titleEsports : alternative fandom research in Turkeyen_US
dc.title.alternativeEspor : Türkiye’de alternatif hayran araştırmasıen_US
dc.typeThesisen_US
dc.departmentDepartment of Communication and Designen_US
dc.publisherBilkent Universityen_US
dc.description.degreeM.S.en_US
dc.identifier.itemidB154092


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