Social Sciences and Communications
R. Tavalaee; Z. Sabaghi; N. Nezafati
Abstract
Due to the growth of information and communication technology in societies Especially among students, the use of these technologies has become as part of regular working people. Social networks as one of the most important and widely in cyberspace which is Used by many people in various fields. application ...
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Due to the growth of information and communication technology in societies Especially among students, the use of these technologies has become as part of regular working people. Social networks as one of the most important and widely in cyberspace which is Used by many people in various fields. application of social network by students as young and educated population is important.In this regard, this study aimed to investigate and identify the opportunities and threats for shahid Beheshti University students in social network. This study aims to develop a practical and descriptive methodology. Information obtained from the questionnaires using SPSS statistical analysis software in two parts: descriptive and inferential statistics were analyzed.The results indicate that five variables related to social networking opportunities, including e-learning, leisure, organized social groups, the possibility of dialogue and culture, as well as five variables related to social networking threats, including transfer value unethical, abusive, spreading false information, internet & Communications destructive addiction, has a significant positive effect on students.
Behroz Minaei; Ali Razi zade
Abstract
Nowadays video games have provided an enriched environment for their users to make a sense of presence in interactive media. A sense of presence in the virtual space of video games leads to some sort of twin-concept or even further the unity of the user with the character within the game. This unification ...
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Nowadays video games have provided an enriched environment for their users to make a sense of presence in interactive media. A sense of presence in the virtual space of video games leads to some sort of twin-concept or even further the unity of the user with the character within the game. This unification brings virtual identity for the user. As time goes by, through the presence in the virtual space of video games, real identity is complicated with virtual identity and it has to be influenced by the virtual elements. The way of making a sense of presence for the users of video games in which leads them to a virtual identity in the new-born medium, and the consequence of the sense of presence above in the real identity of users is the problem this paper is going to seek. Hence, the paper, according to the views of interactive media theorist and data collection of using library research method through descriptive–analytical explanation, suggests the assumption that cinematic aesthetic form, interactive narratives, and the use of the unique capabilities of the media in which video games take the advantages of them and suggest them as well, provides an enriched environment that brings a sense of presence for the user and will alter his real identity.
Saeid reza Ameli; Hossein Hassani
Abstract
The main aim of this paper is to suggest a typology of virtual deviances and also a comparative analysis of international policies concerning cyber abnormalities; and finally suggesting an applicable model for future planning. In fact with the promotion of lTC. a new kind of space for ...
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The main aim of this paper is to suggest a typology of virtual deviances and also a comparative analysis of international policies concerning cyber abnormalities; and finally suggesting an applicable model for future planning. In fact with the promotion of lTC. a new kind of space for human life is created which is termed second space or second world. These technologies provided a mediated simultaneity.This space generates many deviances and abnormalities. in addition to many other advantages. Therefore, pathologically analyzing these abnormalities would be useful considering the distinctive logic and ontology of cyber space. This paper conceptualizes prominent cyber deviances. under dual spacialization paradigm.and categorizes the main policies adopted in some pioneer countries in this issue.The findings show that social and cultural policies and programs of these countries can be divided into two major kinds of affirmative and negative forms. Negative policies include elimination, control and surveillance; and affirmative policies comist of production and management of contents of cyberspace. digitalization of analogue data and providing access to infollnation and content through the internet.