Business modeling of e-sports industry in Iran

Document Type : Research Paper

Authors

1 Assistant Professor of Sport Management Urmia University, Faculty of Sport Sciences

2 PhD Student in Sports Management, Urmia University, Urmia, Iran.

Abstract

The e-sports industry has as a business the necessary potential for development and revenue in Iran. So, it is very necessary to study this issue from the field of sports industry. The method of the present research is applied in terms of purpose and in terms of methodology it is of mixed type (qualitative-quantitative) and is done in the field. The statistical population includes computer game specialists, gamers, business actors and sports management professors. organized interviews were used to identify important indicators of the business environment. In the qualitative section, questionnaire Compiled with the help of experts (N=13) and in three stages of the Delphi method. In this way, the research findings were presented to the participants and the text of the theory was applied by them during three stages of study and their points of view. The number of case samples in the quantitative section was 82 people. The modeling was performed within the framework of the Osterwalder (2004) canvas model with the help of Smart PLS software. The results showed that the business environment of Iran's e-sports industry is positive and significant. Among the components studied, key partners have a strong and positive effect on the key activity, key resources and cost structure. The distribution channel also has a strong mediating role in the impact of value proposition on customer segments.

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