Developing a Qualitative Model of Factors Affecting People's Participation in E-sports

Document Type : Original Article

Authors
1 Sport Management, Faculty of Physical Education and Sport Sciences, Isfahan Branch, Islamic Azad University, Isfahan, Iran
2 Assistant Professor of Sports Management, Department of Humanities, Naghshejahan Institute of Higher Education, Baharestan, Isfahan, Iran
3 Master of Sports Management, Department of Physical Education and Sports Sciences, Isfahan Branch (Khorasgan), Islamic Azad University, Isfahan, Iran
10.22034/ntsmj.2023.721119
Abstract
The aim of this study was to develop a qualitative model of factors affecting people's participation in e-sports. The research method was applied in terms of purpose and quality in terms of strategy, which used the grounded theory approach and the apparent approach of Glaser (1992) to present the results. The statistical population of the study included 21 elites (physical education professors of the country's leading universities, managers of e-sports committees in the federation and the board of public sports, and referees and coaches of e-sports). The interviews continued in the form of snowball and to the point of theoretical saturation. The reliability of the interviews was confirmed by the percentage of agreement within the topic. Data analysis was performed by performing three processes of open, axial and selective coding. Based on open coding, 74 open codes were identified by reviewing the interviews conducted with the participants in the study. In the following, according to the results of centralized coding and the relationships between the identified 12 sub-categories, including attractiveness, peer pressure, social presence, psychological needs, financial needs, support, economic efficiency, advertising, individual prosperity, institutionalized dependence, limitations, and bedding was formed. In the last stage, according to the results of theoretical coding, four main categories under the headings of creating independent living space, adaptation to requirements, continuity of human motivations, and structuralist efforts were inferred. The factors and sub-components identified in the present study provide a comprehensive framework for sports authorities to take an important step towards developing community participation in electronic games in the country with integrated planning in order to develop people's participation in e-sports.
Keywords

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