Volume 17 (2024)
Volume 16 (2023)
Volume 15 (2022)
Volume 14 (2021)
Volume 13 (2020)
Volume 12 (2019)
Volume 11 (2018)
Volume 10 (2017)
Volume 9 (2016)
Volume 8 (2015)
Volume 7 (2014)
Volume 6 (2013)
Volume 5 (2012)
Volume 4 (2011)
Volume 3 (2010)
Volume 2 (2009)
Volume 1 (2008)
Computer Games
A Framework for Identifying the Proper Mechanics of Computer Games for Teaching Cognitive Topics

H. Dehghanzadeh; H. Dehghanzadeh; B. Minaei

Volume 12, Issue 1 , April 2019, , Pages 27-58

https://doi.org/10.22035/jicr.2019.378

Abstract
  The purpose of the present study was to develop a computer game design framework for learning a variety of cognitive topics and assessing its effectiveness in procedural learning. To achieve this goal, a mixed research method was used. In the qualitative phase for obtaining the framework, a deductive ...  Read More

Computer Games
The Relationship between Addiction to Computer Games and Isolation‌ of adolescents: A Case Study of Junior High School Students in Kashan in 1395

M. Niazi; E. Shafaei; Z. Hasanzadeh

Volume 12, Issue 1 , April 2019, , Pages 85-108

https://doi.org/10.22035/jicr.2019.380

Abstract
  Computer games are exciting entertainments for teens that are attractive due to their charm and enjoyment. Today, with the expansion of computer games, we witness various complications. Social science experts emphasize the role of these games in isolating, confusing, and reducing social interaction among ...  Read More

Psychology, Video Games
The Relationship between the Rate of the Use of Computer Games and Academic Procrastination: The Mediatory Role of Goal Orientation in Elementary School Students

M. Alborzi; F. Khoshbakht; R. Doroudi

Volume 12, Issue 1 , April 2019, , Pages 109-129

https://doi.org/10.22035/jicr.2019.381

Abstract
  This study intended to investigate the relationship between the rate of the use of computer games and elementary school students’ academic procrastination considering the mediatory role of goal orientation. To this end, using a multi-stage cluster sampling procedure, 213 male and female elementary ...  Read More

Copy-Right for Software and Computer Games: Strategies and Challenges

Hojatollah Ayoubi

Volume 2, Issue 3 , December 2009, , Pages 21-45

https://doi.org/10.7508/ijcr.2009.07.002

Abstract
  Copy-right has been initially used in cultural and art industries. From that time there have been two different approaches to the matter: the commercial-economic approach which is concerned with the rights of suppliers and investors; and the other approach, the cultural one, which is especially concerned ...  Read More

Children, Adult and Mothers’ View about the Social Impacts of Computer Games

Tahmine Shaverdi; Shahrzad Shaverdi

Volume 2, Issue 3 , December 2009, , Pages 47-76

https://doi.org/10.7508/ijcr.2009.07.003

Abstract
  Divided to two different parts, this study reviewed students and their parents’ view of the impacts computer games have. In the first part, students’ view of the impacts computer games have would be reviewed, and the second part is dedicated to the parents’ ideas of the matter. Population ...  Read More

Decoding Computer Games: Studying “Special Operation 85”

Bahareh Jalalzadeh; Behzad Dowran

Volume 2, Issue 3 , December 2009, , Pages 77-96

https://doi.org/10.7508/ijcr.2009.07.004

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 ...  Read More