Abanazir, C. (2019). Institutionalisation in E-Sports. Sport, Ethics and Philosophy, 13(2), 117–131.https://doi.org/10.1080/17511321.2018.1453538
Asgari, Z. & Elahi, A.(2022). The Interaction of Electronic sports and Sports Marketing: Theoretical Concepts and Research Applications.
Sport Management and Development.Accepted Manuscript.Available Online. Persian. https://doi.org/
10.22124/jsmd.2021.18939.2518
Benczes, R. (2006). Creative Compounding in English. Amsterdam: John Benjamin.
Bertschy, M., Muhlbacher, H., & Desbordes, M. (2020). Esports extension of a football brand:Stakeholder co-creation in action? European Sport Management Quarterly, 20(1), 4768.https://doi.org/10.1080/16184742.2019.1689281
Bonnar, D., Castine, B., Kakoschke, N., & Sharp, G. (2019). Sleep and performance in Eathletes: For the win! Sleep Health, 5(6), 647–650https://doi.org/10.1016/j.sleh.2019.06.007
Brickell, A. (2017). Addressing integrity and regulatory risks in esports: The responsibility of thewhole ESports community.
Gaming Law Review,
21(8), 603–609.
https://doi.org/10.1089/glr2.2017.21810
Brown, K. A., Billings, A. C., Murphy, B., & Puesan, L. (2018). Intersections of fandom in the age of interactive media: ESports fandom as a predictor of traditional sport fandom. Communication & Sport, 6(4), 418–435.https://doi.org/10.1177/2167479517727286
Coates, D. & Parshakov, P. & Paklina, S. (2020). Do managers matter: Evidence from E-Sports.
Contemporary Economic Policy,
38(2), 304–312.
https://doi.org/10.1111/coep.12442
Creswell, J. W., & Creswell, J. D. (2018). Review of the literature. In H. Salmon, C. Neve, M. Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. (2018). eSport: Construct specifications and implications for sport management. Sport Management Review, 21(1), 1–6. https://doi.org/10.1016/j.smr.2017.11.002
Cushen, P., Rife, S., & Wann, D. (2019). The emergence of a new type of sport fan: Comparing the fandom, motivational profiles, and identification of electronic and traditional sport fans. Journal of Sport Behavior, 42(2), 127–141.
Fanjul-Peyro, C., Gonzalez-Onate, C., & Pena-Hernandez, P.-J. (2019). eGamers’ influence in brand advertising strategies. A comparative study between Spain and Korea.
Comunicar: Media Education Research Journal,
27(58), 105–113.
https://doi.org/10.3916/C58-2019-10
Fauconnier G. & Turner, M. (2002). The way we think: Conceptual blending and the mind’shidden complexities. New York: Basic Books.
Fleger, S., Sacha L. Schmidt(2022), Strategic management in eSports – a systematic review of the literature. SPORT MANAGEMENT REVIEW 2022, VOL. 25, NO. 4, 631–655.https://doi.org/10.1080/14413523.2021.1974222
Grant, R. M. (2016). Contemporary strategy analysis: Text and cases edition (9th ed.). John Wiley & Sons.
Hassani, R. & Nemati, N.& Bagherpour, T.(2023).Identifying and validating strategies affecting the development of e-sport clubs in Iran. Communication Management in Sport Media.Vol 11. Issue 1. Serial 41. Perian.https://doi.org/10.30473/jsm.2022.62905.1599
Heere, B. (2018). Embracing the sportification of society: Defining e-sports through a polymorphic view of sport. Sport Management Review, 21(1), 21–24. https://doi.org/10.1016/j.smr.2017.07.002
Hienerth, C., von Hippel, E., & Berg Jensen, M. (2014). User community vs. producer innovation development efficiency: A first empirical study.
Research Policy,
43(1), 190–201.
https://doi.org/10.1016/j.respol.2013.07.010
Holzmayer, F., & Schmidt, S. L. (2020). Dynamic managerial capabilities, firm resources, and related business diversification – Evidence from the English Premier League. Journal of Business Research,117, 132–143. https://doi.org/10.1016/j.jbusres.202005.044
Huk, T. (2019). The social context of the benefits achieved in eSport. The New Educational Review, 55(1), 160–169. https://doi.org/10.15804/tner.2019.55.1.13
Ibrahim, F., & Lewis, L. (2020). Just a game? Adoption of franchising in Esports. Franchise Law Journal, 39(3), 371–386.
Ke, X., & Wagner, C. (2020). Global pandemic compels sport to move to eSports: Understanding from brand extension perspective. Managing Sport and Leisure. https://doi.org/10.1080/23750472.2020.1792801
Martin-Niedecken, A. L., & Schattin, A. (2020). Let the body’n’brain games begin: Toward innovativetraining approaches in eSports athletes.
Frontiers in Psychology, 11, 1–9.
https://doi.org/10.3389/fpsyg. 2020.00138
Matsui, A., Sapienza, A., & Ferrara, E. (2019). Does streaming Esports affect players’ behavior and performance? Games and Culture, 15(1), 9–31.https://doi.org/10.1177/1555412019838095
Mousavi, S, T.& Dehghani, M.(2020).The significance and role of cyber space in development of country sport and suggesting patterns. Jocrisar Journal. Vol 2, No. 15. 34-44. Persian.
Newman, J. I., Xue, H., Watanabe, N. M., Yan, G., & McLeod, C. M. (2020). Gaming gone viral: An analysis of the emerging Esports narrative economy. Communication & Sport, 216747952096103. Advance online publication.
https://doi.org/10.1177/2167479520961036
Newzoo (2020, November 17). 2020 global Esports market report. https://newzoo.com/insights/articles/newzoo-coronavirus-impact-on-the-esports-market-business-revenues
Parshakov, P., & Zavertiaeva, M. (2018). Determinants of performance in eSports: A country-level analysis. International Journal of Sport Finance, 13(1), 34–51.
Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review.
International Review of Sport and Exercise Psychology,
13 (1), 319–352.
https://doi.org/10.1080/1750984X.2020.1723122
Pizzo, A. D., Baker, B. J., Na, S., Lee, M. A., Kim, D., & Funk, D. C. (2018). eSport vs sport: A comparison of spectator motives.
Sport Marketing Quarterly,
27(2), 108–123.
https://doi.org/10.3390/ su12198270
Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The chess of the 21st century.
Frontiers in Psychology,10.
https://doi.org/10.3389/fpsyg.2019.00156
Pourshahian, B,& Najafian, A. & Roushan, B.& Sabzevari, M.(2021). The study of Persian compound adjectives on the basis of conceptual blending theory. Zabanpazhuhi Journal. Volume 13, Issue 40.Pages 167-197. Persian.
Qian, T. Y., Wang, J. J., Zhang, J. J., & Hulland, J. (2020). Fulfilling the basic psychological needs of esports fans: A self-determination theory approach. Communication & Sport, 216747952094387. Advance online publication. https://doi.org/10.1177/2167479520943875
Qian, T. Y., Wang, J. J., Zhang, J. J., & Lu, L. Z. (2019). It is in the game: Dimensions of eSports online spectator motivation and development of a scale. European Sport Management Quarterly, 20(4), 458–479. https://doi.org/10.1080/16184742.2019.1630464
Qian, T. Y., Zhang, J., Wang, J. J., & Hulland, J. (2019). Beyond the game: Dimensions of Esports online spectator demand.
Communication & Sport,
8(6), 825–851.
https://doi.org/10.1177/2167479519839436
Razavi, S. & Majedi, N. & Mohammadian, F.(2020). Analysis of the Effect of Virtual Communication Networks’ Role on Attitude and Sport Participation of Tehran Citizens. Strategic Studies on Youth and Sports. Volume 19, Issue 47. Pages 223-246. Persian.
Roshan,B. & Ardebili, L.(2016). An Introduction to Cognitive Linguistics.Elm publication. Tehran.Persian
Rogers, R., Farquhar, L., & Mummert, J. (2020a). Audience response to endemic and non-endemic sponsors of esports events. International Journal of Sports Marketing and Sponsorship, 21(3), 561–576. https://doi.org/10.1108/IJSMS-09-2019-0107
Rudolf, K., Bickmann, P., Frobose, I., Tholl, C., Wechsler, K., & Grieben, C. (2020). Demographics and health behavior of video game and eSports players in Germany: The eSports study 2019.
International Journal of Environmental Research and Public Health,
17(6), 1870.
https://doi.org/10.3390/ijerph17061870
Saroukhani, B.(2014). Research Methods in Social Sciences(Vol. 1). IHCS publication. Tehran. Persian
Schmidt, S. L. (2020). 21st century sports. How technologies will change sports in the digital age. Cham:Springer.https://doi.org/10.1007/978-3-030-50801-2 654
Sefati, S, & Ghorbani, S. & R. Shirazi(2023). Explanation and prioritization of the factors affecting the sports diplomacy in cyberspace. Communication Managemet in Sport Media.Vol 23,Issue 4, No 40. Persian.https://doi.org/10.30473/jsm.2022.61351.1577.
Trent, L. D., & Shafer, D. M. (2020). Extending disposition theory of sports spectatorship to eSports.
International Journal of Communication,
14, 1049–1069.
https://ijoc.org/index.php/ijoc/article/ view/11851
Turtiainen, R., Friman, U., & Ruotsalainen, M. (2020). “Not only for a celebration of competitive overwatch but also for national pride”: Sportificating the overwatch world cup 2016.
Games and Culture,
15(4), 351–371.
https://doi.org/10.1177/1555412018795791