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, 1- 15.
Abbasi, E., Bahrololoum, H., & Dehghanpouri, H. (2020). The Impact of Service Innovation on Oral Advertising of Female Sports Club Customers through Sensory Marketing. Sports Marketing Studies, 1 (1), 86-109.
Bagheri, H., & Bigleri, Nasreen. (2020). The role of consumers' attitude in the credibility of commercial advertisements of certified athletes. Sports Marketing Studies, 1(3), 51-72.
Chen, T., Drennan, J., Andrews, L., & Hollebeek, L. D. (2018). User experience sharing: Understanding customer initiation of value co-creation in online communities. European Journal of Marketing. 52(5/6), 1154-1184.
Firoozian, F., Bahrololoum, H., & Dehghanpouri, H. (2020). The effect of social media marketing on the special value and intention of repurchasing customers of sports stores. Sports Marketing Studies, 1 (2), 149-174.
Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13.
Garcia, J., & Murillo, C. (2020). Sports video games participation: what can we learn for esports?. Sport, Business and Management: An International Journal, 10(2), 169-185.
Gohar Rostami, H., Pour Yousefi, K., Banar, N., & Nazari, S. (2022). Investigating the effect of social responsibility on customer loyalty of physical fitness clubs with the mediating role of image and reputation. Sports Marketing Studies, 3(2), 30-60.
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91.
Hamari, J., & Sjoblom, M. (2017). What is eSports and why do people watch it?. Internet Research, 27(2), 211-32.
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, 132-156.
Katz, E. (1987). “Communication research since Lazarsfeld. Public Opinion Quarterly”, 51, 45-64.
Kiesler, S., Sproull, L., & Eccles, J. S. (1983). “Second class citizens. Psychology Today”, 17, 48-63.
Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing & Sponsorship, (October), 34-46.
Lee, D., Cianfrone, B. A., Byon, K. K., & Schoenstedt, L. (2010). An examination of the relationships among personal values, team identification, product involvement, product attributes, and purchase intention of licensed team merchandise. International Journal of Sport Management, 11, 517-540.
Lee, J. Y., An, J. W., & Lee, S. W. (2014). Factors affecting eSports audience satisfaction: The case of league of legends. Journal of Korea Game Society, 14 (3), 35–46.
Morlock, H., Yando, T., & Nigolean, K. (1984). “Motivation of video game players. Psychological Reports”, 57, 148-156.
National Computer Games Foundation of Iran. (2019). “The most significant information on the consumption of digital games in Iran in 2019”. Avalable from; https://www.ircg.ir/.
Pizzo, AD., Baker, BJ., Na, S., Lee, M., Kim, D., & Funk, DC. (2017). eSport vs Sport: A Comparison of Spectator Motives. Sport Marketing Quarterly, 27(2), 44-62.
Rubin, A. M. (1994). “Media uses and effects: A uses and gratifications perspective. Lawrence Erlbaum Associates”.
Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). “Video game uses and gratifications as predictors of use and game preference. Lawrence Erlbaum Associates, Inc”.
Solomon, M. R., White, K., Dahl, D. W., Zaichkowsky, J. L., & Polegato, R. (2017). Consumer behavior: Buying, having, and being. Pearson Boston, MA.
Tabachnick, B. G., & Fidell, L. S. (2001). Using multivariate statistics. Needham Heights. Pearson Education Company.
Wood, R. T. A., Griffiths, M. D., Chappell, D., & Davies, M. N. O. (2004). “The structural characteristics of video games: A psycho-structural analysis”. CyberPsychology & Behavior, 7(1), 1-10.
World Cyber Games. (2009). “BEYOND THE GAME”. Avalable from; http://www.wcg. com.
Zillman, D., & Bryant, J. (1985). “Selective Exposure to Communication. Hillsdale, Lawrence Erlbaum Associates”.