Authors
1
Associate Professor in Sports Management, Faculty of Physical Education and Sport Sciences, University of Guilan, Rasht, Iran
2
Ph.D. student in Sports Management, Faculty of Physical Education and Sport Sciences, University of Guilan, Rasht, Iran
3
PhD in Sports Management, Faculty of Management and Accounting, Islamic Azad University, Qazvin, Iran
,
Document Type : Research Paper
Abstract
Objective: The present study was aimed at providing a feasibility model for the development of electronic sports with the approach of business and job creation.
Methodology: The research method is qualitative with exploratory nature and the data theory strategy of the foundation has been used in it. The statistical population of the study included elites and executive and academic specialists in the field of e-sports, business and employmentin Guilan province. Targeted and snowball sampling methods were used for sampling for semi-structured interviews. A total of 15 interviews were conducted and sampling continued until the study reached theoretical saturation and adequacy.
Results: The research findings show that after more detailed classification, 143 sub-concepts 73 concepts and 18 categories have been enumerated in the form of a paradigm model including the development of e-sports as a central category and causal conditions (nature of stakeholders (actors) of e-sports ecosystem, economic nature). Intervention conditions (legal challenges, structural challenges), contextual conditions (identification, attractiveness), strategies (infrastructure development, capacity development, managerial-structural development, socio-cultural development) and consequences (improvement and facilitation of e-sports business environment) were located.
Conclusion: based on the qualitative approach, the feasibility model for the development of e-sports was reviewed and depicted, and based on it, it can be said that managers and officials can strengthen technological infrastructure, educational infrastructure and physical infrastructure while developing human capabilities, financial capabilities and the marketing and platforming capabilities of business creation, partnerships, financial incentives, and a focus on culture-building, and information dissemination improve and facilitate the e-sports business environment.
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