خبرگزاری جمهوری اسلامی (ایرنا) (۱۴۰۴، 8تیر). ۲۹ میلیون گیمر در ایران؛ گردش مالی صنعت بازی به ۷۰۰ هزار میلیارد تومان رسید. https://www.irna.ir/xjTN7c
سیدحسینی،سیدمحمدعلی، نژادی،پویان و نصیری،حامد . (1398). الگوی ارزشهای ادراکی در مخاطبان پلتفرمهای بازیهای دیجیتال. فصلنامه تحقیقات فرهنگی ایران، 12(1)، 1-25. doi: 10.22035/jicr.2019.377
کوثری، مهدی؛ شاهقاسمی، احسان (۱۳۸۸). تعاملپذیری در بازیهای رایانهای: بازآفرینی تجربه ارتباطی در فضای دیجیتال. مطالعات فرهنگی ایرانیان، ۲(۳)، ۱–۱۹.
Anciones-Anguita, K., & Checa-Romero, M. (2024). Sexualized culture on livestreaming platforms: a content analysis of Twitch.tv. Humanities and Social Sciences Communications, 11, 257. https://doi.org/10.1057/s41599-024-02724-z
Bauman, Z. (2004). Identity: Conversations with Benedetto Vecchi. Cambridge: Polity Press.
Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press.
Bourdieu, P. (1986). The forms of capital. In J. Richardson (Ed.), Handbook of Theory and Research for the Sociology of Education (pp. 241–258). New York: Greenwood.
Chen, D. M. (2022). Issues and strategies of localising sensitive audiovisual elements in game streaming. British Journal of Chinese Studies, 12(2), 154–179.
Creswell, J. W. (2007). Qualitative Inquiry and Research Design: Choosing Among Five Approaches (2nd ed.). Sage Publications.
De Certeau, M. (1984). The Practice of Everyday Life. University of California Press.
Edwards, C. G., Pollack, C. C., Pritschet, S. J., Haushalter, K., Long, J. W., & Masterson, T. D. (2022). Prevalence and comparisons of alcohol, candy, energy drink, snack, soda, and restaurant brand and product marketing on Twitch, Facebook Gaming and YouTube Gaming. Public Health Nutrition, 25(1), 1–12.
Foucault, M. (1978). The History of Sexuality: Volume 1. An Introduction. Pantheon Books.
Foucault, M. (1978). The History of Sexuality Volume I. In Feminist Studies (pp. 61–66). Routledge.
Fox, J., & Tang, W. Y. (2017). Women's experiences with general and sexual harassment in online video games: Rumination, organizational responsiveness, withdrawal, and coping strategies. New Media & Society, 19(8), 1290–1307.
Gillespie, T. (2018). Custodians of the Internet: Platforms, Content Moderation, and the Hidden Decisions That Shape Social Media. Yale University Press.
Goffman, E. (2023). The presentation of self in everyday life. In Social Theory Re-wired (pp. 450–459). Routledge.
Guest, G., Bunce, A., & Johnson, L. (2006). How many interviews are enough? An experiment with data saturation and variability. Field Methods, 18(1), 59–82.
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232.
Hambrick, M. E., Montanaro, A. E., Frederick, E. L., & Cocco, A. R. (2023). Exploring motives for Twitch viewership and content creation with the exergame Zwift. Journal of Electronic Gaming and Esports, 1(1).
Hamilton, W. A., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering participatory communities of play within live mixed media. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1315–1324).
Herrera, M. J. G., & Cañedo, A. (2025). Mujeres streamers en Twitch: Ciberfeminismo frente a las violencias machistas. Teknokultura, 22(2), 209–217.
Hilvert-Bruce, Z., Neill, J. T., Sjöblom, M., & Hamari, J. (2018). Social motivations of live-streaming viewer engagement on Twitch. Computers in Human Behavior, 84, 58–67.
Jenkins, H. (2009). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. MIT Press.
Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society, 41(5), 670–688.
Kenny, S. Streamlined Interaction: Adapting Interactive Artwork to Live Streaming on Twitch. (Doctoral dissertation, Toronto Metropolitan University).
Kim, J. E., Ha, S., Kim, S., & Hemphill, L. (2025). The spread of virtual gifting in live streaming: The case of Twitch. arXiv preprint arXiv:2501.09235.
Lin, J. H. T., Bowman, N., Lin, S. F., & Chen, Y. S. (2019). Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing, 31, 100309.
Mazaherizadeh, A., Taherifar, Z., Farahani, H., & Hussain, Z. (2024). Screened realities: A grounded theory exploration of gaming disorder dynamics among Iranian male adolescents. Frontiers in Psychiatry, 15, 1357211.
Mulvey, L. (2013). Visual pleasure and narrative cinema. In The Sexual Subject (pp. 22–34). Routledge.
Nakandala, S., Ciampaglia, G. L., Su, N. M., & Ahn, Y. Y. (2017). Gendered conversation in a social game-streaming platform. Proceedings of the International AAAI Conference on Web and Social Media, 11(1), 162–171.
Nieborg, D. B., & Poell, T. (2018). The platformization of cultural production: Theorizing the contingent cultural commodity. New Media & Society, 20(11), 4275–4292.
Oberle, M. (2016). Robert D. Putnam: Bowling Alone. In Klassiker der Sozialwissenschaften (pp. 408–411). Springer.
Ray, M. A. (1994). The richness of phenomenology: Philosophic, theoretic, and methodologic concerns. In Critical Issues in Qualitative Research Methods (pp. 117–133).
Ruberg, B., Cullen, A. L. M., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466–481.
Ruvalcaba, O., Shulze, J., Kim, A., Berzenski, S. R., & Otten, M. P. (2018). Women's experiences in eSports: Gendered differences in peer and spectator feedback during competitive video game play. Journal of Sport and Social Issues, 42(4), 295–311.
Saleem, N., Young, P., & Yousuf, S. (2024). Exploring the relationship between social media use and symptoms of depression and anxiety among children and adolescents: A systematic narrative review. Cyberpsychology, Behavior, and Social Networking, 27(11), 771–797.
Saunders, B., Sim, J., Kingstone, T., Baker, S., Waterfield, J., Bartlam, B., … & Jinks, C. (2018). Saturation in qualitative research: Exploring its conceptualization and operationalization. Quality & Quantity, 52(4), 1893–1907.
Shahghasemi, E., & Mousavi Haghshenas, M. (2024). Beyond Streaming: Twitch's economic and creative impact in gaming. Journal of Cyberspace Studies, 8(1), 59–82.
Van Dijck, J., Poell, T., & De Waal, M. (2018). The Platform Society: Public Values in a Connective World. Oxford University Press.
Vieira, M. J., & Cardoso, P. (2023). A systematic literature review of inclusion and representativity of women in videogame live streaming between 2017–2023. In International Conference on Design and Digital Communication (pp. 357–370). Springer.
Welden, R., Johnston, L., & Hasford, J. (2025). The impact of gender expectations on the evaluation of video game livestreaming content. International Journal of Research in Marketing. (In press).
Woodcock, J., & Johnson, M. R. (2021). Live streamers on Twitch.tv as social media influencers: Chances and challenges for strategic communication. In Social Media Influencers in Strategic Communication (pp. 88–102). Routledge.