Özbıçakçı, Samet Taygun2016-09-272016-09-272016-092016-092016-09-21http://hdl.handle.net/11693/32291Cataloged from PDF version of article.Thesis (M.S.): Bilkent University, Department of Communication and Design, İhsan Doğramacı Bilkent University, 2016.Includes bibliographical references (leaves 76-80).A 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.ix, 80 leaves : illustrations.Englishinfo:eu-repo/semantics/openAccessFanFandomeSportsLeague of LegendsEsports : alternative fandom research in TurkeyEspor : Türkiye’de alternatif hayran araştırmasıThesisB154092