References:
1. Abbasi, A. Z., Asif, M., Hollebeek, L. D., Islam, J. U., Ting, D. H., & Rehman, U. (2020). "The effects of consumer esports videogame engagement on consumption behaviors". Journal of Product & Brand Management, 11, PP: 86-109.
2. Abbasi, A. Z., Nisar, S., Rehman, U., & Ting, D. H. (2020). "Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports". Frontiers in Psychology, 11, PP: 1- 15.
3. Asgari Gandomani, Z., & Elahi, A. (2022). The Interaction of Electronic Sports and Sports Marketing: Theoretical Concepts and Research Applications. Sports Management and Development, 12(3), pp: 86-110,(In Persian).
4. Chin, W.W. (1998). "The partial least squares approach to structural equation modeling". Modern methods for business research, 52, PP: 295-336.
5. Farsi, A., Kaviani, A., Kaviani, M., & Moradi, M. (2020). Testing the model of individual, interpersonal, cognitive and social factors affecting sports participation: the social-cognitive model of sports participation. Sports Psychology, 5(1), pp: 67-83,(In Persian).
6. Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). "eSport management: Embracing eSport education and research opportunities". Sport Management Review, 211, PP: 7-13.
7. Hallmann, K., Giel, T. (2018). "eSports Competitive sports or recreational activity?". Sport Management Review, 211, PP: 14-20.
8. Hamari, J., & Sjoblom, M. (2017). "What is eSports and why do people watch it?". Internet Research, 272, PP: 211-32.
9. Heere, B. (2017). "Embracing the sportification of society: Defining eSports through a polymorphic view on sport". Sport Management Review, 21, PP: 21-29.
10. Hollebeek, L. D., Clark, M. K., Andreassen, T. W., Sigurdsson, V., & Smith, D. (2020). "Virtual reality through the customer journey: Framework and propositions". Journal of Retailing and Consumer Services, 55, PP: 102-120.
11. Iraj, F., Nik Ain, Z., Zarei, A., & Ashraf Ganjoui, F. (2021). Comparison of quality of life and physical fitness skills of users of electronic and non-electronic sports games (case study: 12th grade female students). Sports Management Studies, 13 (67), pp: 89-116, (In Persian).
12. Jarahi, S., Abedanzadeh, R., & Dostan, M. R. (2020). The effect of eight weeks of interactive video games on static and dynamic balance of male students. Neuropsychology. 6 (11), pp: 31-46,(In Persian).
13. Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). "Virtual (ly) athletes: Where eSports fit within the definition of Sport". Quest, 691, PP: 1-18
14. Kashkar, S., Ghasemi, H., & Choupankareh, V. (2017). The role of social relationships on individuals' participation in recreational sports activities in Mashhad city parks. Sports Management and Development, 1(6), pp: 241-256,(In Persian).
15. Kordyaka, B., Jahn, K., & Niehaves, B. (2020). "To diversify or not? Uncovering the effects of identification and media engagement on franchise loyalty in eSports". International Journal on Media Management, 221, PP: 49-66.
16. Mirmohammadian Totkaleh, S. F., & Ghorbani, L. (2022). Identifying the Motivations and Consumption Behavior of Sports Goods among Iranian E-Sports Players. Sports Marketing Studies, 3(4), pp: 23-1,(In Persian).
17. Mirmohammadian Totkele, S. F., & Ghorbani Ghahfarokhi, L. (2022). The role of electronic sports in consumer behavior in the sports products market. Sports Management Studies, 14(74), pp: 301-326,(In Persian).
18. Mueller F., Stevens G., Thorogood A., O’Brien S., & Wulf V. (2017). "Sports over a Distance". Personal and Ubiquitous Computing. 118, PP: 633-645.
19. Nasr Esfahani, D., Rahbari, S., & Dastani, A. A. (2023). Developing a qualitative model of factors affecting individuals' participation in electronic sports. New Approaches in Sports Management, 11(40), pp: 117-134,(In Persian).
20. Newman, J. I, Xue, H, Watanabe, N. M, Yan, G, & McLeod, C. M. (2021). "Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy". Communication & Sport, 216, PP: 74-89.
21. Oksana, S., Lolita, D., Yuriy, Y., & Elena, Y. (2019). "Computer games and their impact on the mental and physical development of the individual". ISCDE. 78, PP: 325-334.
22. Railsback, D., & Capo Russo, N. (2019). "Investigating the human factors in eSports performance". Paper presented at the International Conference on Applied Human Factors and Ergonomics. Springer, Cham, PP: 325-334.
23. Sadri, M, A., Yektayar, M., & Khodamoradpour, M. (2022). Investigation and comparison of leisure satisfaction of adolescent boys participating in electronic and traditional sports. Management and Organizational Behavior in Sports, 7(11), pp: 11-16,(In Persian).
24. Sarlab, R., & Alipour Nadinloui, Z. (1402). Business Modeling of the Electronic Sports Industry in Iran. Applied Research in Sports Management. 11(4), pp: 1-14,(In Persian).
25. Sjöblom, M., Macey, J., & Hamari, J. (2022). "Digital athletics in analogue stadiums: Comparing gratifications for engagement between live attendance and online esports spectating". Internet Research, 303, PP: 713-735.
26. Vera Carrillo J.A, & Aguado Terrón, J.M. (2019). "The eSports ecosystem: Stakeholders and trends in a new show business". Catalan Journal of Communication & Cultural Studies, 132, PP: 21-320.
27. Wetzels, M., Odekerken-Schröder, G., & Van Oppen, C. (2009). "Using PLS path modeling for assessing hierarchical construct models: Guidelines and empirical illustration". MIS quarterly, 331, PP: 177-195.
28. Yılmaz, M. M., İlarslan, N. E. Ç., Gunay, F., Yılmaz, O., Ates, F. S. O., Kose, S. K., & Bilir, P. (2018). "Relation of screen-time (phone-computer-tv-online games) and physical activity with childhood obesity". European Society for Pediatric Endocrinology, 89, PP: 3-154.