Computer Games
S.M. Sharifi; J. Javaheri; M. Stiri
Abstract
This research is conducted aim to develop business strategies for video games in Iran. In this research, through analysis of this industry, appropriate business strategies are presented. To achieve this goal, after reviewing the literature on the field of strategy and strategic management, different ...
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This research is conducted aim to develop business strategies for video games in Iran. In this research, through analysis of this industry, appropriate business strategies are presented. To achieve this goal, after reviewing the literature on the field of strategy and strategic management, different aspects of the video game industry have been analyzed by looking at its situation in Iran and using qualitative methods such as interviewing experts and the Delphi technique. Based on this, information on the strengths and weaknesses, opportunities and threats have been gathered in this field in Iran. After this stage, business strategies that are necessary to improve conditions of this industry in Iran, have been developed and formulated through SWOT analysis and using the multi-stage framework of the research. The results are also presented in the form of four strategies and seven bedder solutions.
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.
Tahmine Shaverdi; Shahrzad Shaverdi
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 ...
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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 involves all the students from the fifth grade in primary school to the third grade students in high school and their parents. We have studied students in locales 3, 4 (in north), 15, 16 (in south), 5, 9 (in west), and 14, 8 (in east). We have reviewed ideas of at least 391 students in test group (who play more than 7 hours a week), and 386 ones in witness group (who play less than 4 hours a week). The survey method is questionnaire. However, 107 parents in witness group and 112 ones in test group were interviewed via telephone. These parents were randomly selected.