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Author(s): 

echresh sheyda

Issue Info: 
  • Year: 

    2019
  • Volume: 

    4
  • Issue: 

    16
  • Pages: 

    27-40
Measures: 
  • Citations: 

    0
  • Views: 

    2495
  • Downloads: 

    0
Abstract: 

Compared to other media, Computer Games have features that have the effect of influencing media at the tip of the pyramid. In fact, Computer Games are one of the most effective media for influencing and shaping public opinion and bringing the minds of their audiences, especially children and adolescents, into the mainstream audience with the goals of domination systems. In this article, we first try to look at the position of Computer Games and the impact on the minds of our audiences. We then explain the cultural, political, security and spyware applications of Computer Games by analyzing and analyzing some examples of these Games. The results of the analysis show that our country has become the main focus of these Games due to its two powerful elements, Islamic culture and political situation. Therefore, we need to create a new culture in the field of Computer Games in the country to prevent awareness and management of the right kind of damage and intrusion in different areas.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

ABAZARI SAEED

Issue Info: 
  • Year: 

    2008
  • Volume: 

    15
  • Issue: 

    54
  • Pages: 

    121-137
Measures: 
  • Citations: 

    0
  • Views: 

    11614
  • Downloads: 

    0
Abstract: 

One of the most important amusing entertainments in recent years is Computer Games. Computer Games are increasingly getting common among children and adolescents.Employing modern technologies, this type of entertainment is becoming more and more rooted in the users' lives. The most significant point regarding these Games is their violent contents which can deeply influence on the users and prompt external abnormalities. However, the relationship between screening violence and the individuals' behaviors has not been definitively proved yet, and this is why the manufacturing companies are increasingly producing such Games. Therefore, researchers should assess the effects of such violence on adolescents, and put forward good practical propositions in this regard. The results of researches on this filed can help producers in producing Computer Games.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Bahram Shotorban Bagher

Journal: 

(RASANE VA FARHANG)

Issue Info: 
  • Year: 

    2018
  • Volume: 

    8
  • Issue: 

    1 (15)
  • Pages: 

    75-90
Measures: 
  • Citations: 

    0
  • Views: 

    806
  • Downloads: 

    0
Abstract: 

Nowadays digital character animation as one of the animation genres plays a major role in animation films, cinema and video Games. This type of art acts as a chain link between audience and artwork, and also is the user’ s key of empathy with characters. Since the most of domestic production companies haven't had research and development center in media product field, it is necessary to achieve a general cognition of character animation according to national and domestic culture. So accordingly the role and history of character in animation, psychological construction in interaction with audience, movement system, and also the role of Computer in its progress were studied. In addition, studying available results, it is attempted to provide a general and systematic cognition for artists, animators and producers, in order to be a step toward future researches.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Journal: 

NEW MEDIA STUDIES

Issue Info: 
  • Year: 

    2018
  • Volume: 

    4
  • Issue: 

    15
  • Pages: 

    281-315
Measures: 
  • Citations: 

    0
  • Views: 

    1606
  • Downloads: 

    0
Abstract: 

The current study is conducted with the purpose of analyzing the content of educational Computer Games based on principles and standards of game design. The basic questions of this research are as follows: 1. Are the educational Computer Games produced based on the standards of significant Computer game design? 2. Do the produced educational Computer Games correspond with the elements and principles offered by specialists of game design? The statistical population is all the produced educational Computer Games. Convenience sampling is used to select samples; hence, 9 educational Computer Games are selected and analyzed. Data collection tools include a self-made checklist prepared based on the two main research question. The validity of checklist was approved by supervisor, advisor and other experts, and to determine its reliability using the composite reliability coefficient, a 94 percent agreement was obtained. This checklist contained the five point Likert scale and data were analyzed using SPSS software. Research findings indicate that all Games analyzed in terms of principles and standards are in a relatively good (average) state.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2008
  • Volume: 

    4
  • Issue: 

    14
  • Pages: 

    189-198
Measures: 
  • Citations: 

    1
  • Views: 

    2873
  • Downloads: 

    0
Abstract: 

The present research aimed to determine the prevalence of Computer Games as a pastime amongst adolescents in the province of Zanjan, Iran. 1,500 students from 18 high-schools (750 girls, 750 boys) completed the researcher devised questionnaire consisting of a demographic questions and questions asking if participants played Computer Games and the amount of time spent playing. Findings showed that 53% of the participants were Computer game players, and 43% spent more than three hours per week playing Games. Boys played Games more (68%) than did girls (39%). Playing Computer Games was most prevalent among freshmen (63%), followed by sophomores (54%), juniors (57%) and seniors (50%). Students in urban areas played more (62%) than those living in rural areas (35%). Research findings were compared to those of similar studies in other countries

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

SQUIRE K.

Issue Info: 
  • Year: 

    2002
  • Volume: 

    2
  • Issue: 

    1
  • Pages: 

    0-0
Measures: 
  • Citations: 

    1
  • Views: 

    241
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2016
  • Volume: 

    4
  • Issue: 

    1
  • Pages: 

    65-73
Measures: 
  • Citations: 

    0
  • Views: 

    1016
  • Downloads: 

    0
Abstract: 

Background and objective: With the advancement of networks and the Internet industry, Computer Games have considerably progressed in the recent years and have been released in various types. Hence, the objective of this study was to compare social support in adolescents interested in different types of Computer Games.Materials and methods: This descriptive study followed a casual-comparative design. The statistical population of this study included all male adolescents and young adults referred to Internet gaming centers in Zahedan, Iran. In this study, multi-stage cluster sampling method was applied through which 8 gaming centers were randomly chosen and then among all people who referred to the considered gaming centers, 156 individuals were selected randomly as the regarded sample. To gather the data, the Mary Procidano and Kenneth Heller’s Social Support Questionnaire (1983) was applied. To analyze the data, frequency, percentage, medium, mode and SD and one- way ANOVA and post hoc Scheffe’s test was used through SPSS 23.Results: There was a difference among social support of people interested in different types of Computer Games. In this regard, those who were interested in online multiplayer Games perceived higher levels of social support compared to those who were interested in single player Games (p£0.05). Moreover, the findings demonstrated that subjects who chose Internet gaming centers and their houses as places to play compared to those who only selected their houses to play had higher levels of perceived social support.Conclusion: With the increasing development of Computer Games and diversification and expansion of its different styles, each type of Computer Games should be studied and investigated distinctly.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Journal: 

NEW MEDIA STUDIES

Issue Info: 
  • Year: 

    2018
  • Volume: 

    4
  • Issue: 

    14
  • Pages: 

    221-253
Measures: 
  • Citations: 

    0
  • Views: 

    1022
  • Downloads: 

    0
Abstract: 

Today, video gaming is a major global industry rivaling the film, music and book publishing industries. The products of this industry are widely used by children and teens to fill leisure time. Computer Games with entertainment and pleasure provide packed images and views in the form of stereotypes. The present study deconstruct female gender stereotypes by concentration on Elsa’s Games. This study, while analyzing the representation of gender in this series of Games, reveals the implications and hidden themes behind the construction of the female archetype. In general, this research uses a qualitative approach and semiotic method to decode the gendered themes and stereotypes hidden in this game series. Findings show that the presence of female character in most scenes is traumatic and problematic. Including stereotypical categories constituting this traumatic identity are located in assigned roles, training body, showing with satisfaction and hidden presence of Supporter subject. The gender stereotypes behind this game belonged women to the home and its environment and through the naturalization of gender roles, seeks to exacerbate existing relationships.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

KHANIKI HADI | BAREKAT MAHYA

Journal: 

NEW MEDIA STUDIES

Issue Info: 
  • Year: 

    2016
  • Volume: 

    1
  • Issue: 

    4
  • Pages: 

    99-131
Measures: 
  • Citations: 

    0
  • Views: 

    1151
  • Downloads: 

    0
Abstract: 

This article aims to study the representation of cultural values in Computer Games. We conducted a semiotic analysis on three Computer Games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented cultural values in the content of the Computer Games. With a qualitative approach, we used Roland Barthes’ semiotic method to analyze cultural codes and Philip Tagg's method to study media signs. The results indicate that the Computer Games did not use certain game capacities such as interactivity and player-made narrations. In terms of cultural values, the findings show that there is a close relationship between ideological content of the Games and the cultural ideologies of the game producing organizations.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

JALALZADEH B. | DOURAN B.

Issue Info: 
  • Year: 

    2009
  • Volume: 

    2
  • Issue: 

    3 (7)
  • Pages: 

    77-96
Measures: 
  • Citations: 

    1
  • Views: 

    2089
  • Downloads: 

    0
Abstract: 

As other media, Computer Games convey messages which have tow features: explicit and implicit. Semiologically studying Computer Games and comparing them with narrative structures, the present study attempts to discover the messages they convey. Therefore we have studied and decoded “Special operation 85” as a semiological text. Results show that the game’s features, as naming, interests and motivations of the engaged people, and the events narrated, all lead the producers to their goals of introducing and publicizing Iranian - Islamic cultural values. Although this feature makes “Special Opreation 85” a unique game, it fails in its attempt to produce a mythical personage in Iranian - Islamic cultural context.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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