The present study was conducted to identify the motivations of spectators to watch e-sports with quality and meta-combined method (7-step method of Sandlowski and Barso). The statistical population was the researches from 2010 to 2022 in this field, which were collected from valid databases with accurate software. Formal and resource validity has been confirmed by distributing coding sheets among 11 university professors and experts in this field. The Scott coefficient was used for reliability and was confirmed at 85%. Out of 121 initial studies, 18 studies were selected to enter the next stages. In the final stage, all articles were approved in terms of quality control using the Critical Assessment Questionnaire and the consistency of scores. Open, associative and selective coding were also examined from the extraction of component categories. They were divided into three exciting categories. Emotional motivations included sub-components of winning, arousal, being spectacular, surrogate emotions, escape from everyday life, and drama. Cognitive motivation (learning and aesthetics) included knowledge acquisition (of how to play), aesthetics, player skills, attractiveness and innovation, and new. Social status and self-confidence were also components of behavioral motivation.