Psychology, Video Games
F. Mohammadi
Abstract
The main issue of the present study is how the power domain is represented in the TV series Aghazadeh. In order to answer the problem, Pierre Bourdieu's theory was used as an approach. Methodologically too, Bourdieu's Genetic Structuralism was used and this text was analyzed at three levels of habitus, ...
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The main issue of the present study is how the power domain is represented in the TV series Aghazadeh. In order to answer the problem, Pierre Bourdieu's theory was used as an approach. Methodologically too, Bourdieu's Genetic Structuralism was used and this text was analyzed at three levels of habitus, structure and relationship between power and other fields using document analysis research method and thematic analysis technique. The results indicate that the power domain is structurally heterogeneous and hierarchical as well as a place of competition and conflict between l agents with religious-traditional habits and agents with economic and worldly habits. In terms of intra-field relationship, the power field is directly and indirectly related to all social domains, and it has affected other structured such as justice, economy, law and politics. The influence of utilitarian agents of the power field on these has reduced the relative independence of these fields on the one hand, and has led to the spread of corruption on the other. Of course, the greater relative independence of the justice field has made it possible for justice-oriented social agents to monitor and investigate the activities in other fields, control illegal activities of other social agents carefully, and eradicate the corrupt power network in the society. This means that one must hope for the future.
Psychology, Video Games
Z. Tasviri; Z. Athari
Abstract
Due to the sensitive conditions of childhood and the fact that one of the most popular and influential types of media for children is animation, it is inevitable to study the effects of observing animations in the education of this period. The present study was conducted to investigate the negation and ...
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Due to the sensitive conditions of childhood and the fact that one of the most popular and influential types of media for children is animation, it is inevitable to study the effects of observing animations in the education of this period. The present study was conducted to investigate the negation and necessity of educational implications of Sponge Bob animation based on six areas of education. The formal validity of the categories related to the six domains was confirmed by experts. 772 using the Scott coefficient and the opinions of 4 experts in this field; Finally, Shannon entropy method was used to analyze the data obtained from the study. Based on the findings of this study, 242 topics related to the existence of six fields of education in this animation were observed that the field of biological and physical education has the highest level of attention and importance and the field of moral education has the lowest level of attention and importance. Also, 314 themes were observed in the negation of the six domains; the negation of the field of moral education has the most attention and importance and the negation of the field of aesthetic and artistic education has the least attention and importance. Findings indicate that the growth of human existence has not been considered in a balanced way in SpongeBob animation, so it is recommended to avoid the formation of caricature characters and pay attention to all areas of human existence.
Psychology, Video Games
M. Akhtar Mohagheghi; A. Rabiei; A. Farhangi
Abstract
Today, social capital has attracted the attention of many political, cultural, social, and economic intellectuals since its promotion leads to the elevation of various developmental indicators in societies. Like other social doctrines, as should be pointed, the promotion of social capital, too, requires ...
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Today, social capital has attracted the attention of many political, cultural, social, and economic intellectuals since its promotion leads to the elevation of various developmental indicators in societies. Like other social doctrines, as should be pointed, the promotion of social capital, too, requires proper infrastructure and conditions where interactions and communications are made among individuals. In other words, since social capital is mainly based on communications, it will become meaningless once communications are lacking among people. That’s the reason, social networks, these days, as an all-encompassing medium, play a key role in providing an appropriate condition for developing effective interpersonal communications. The current study, as such, intends to address the main question: How can social networks promote social capital? To respond to this, first, different aspects of social capital and social networks are examined in order to provide a model. The study employs an integrated method and using a theme analysis of data obtained from various interviews with experts, the most important aspects of social capital and social networks are identified, and finally, using structural modeling and the MICMAC analysis, a model is presented. Based on the results, it is concluded that through conversations as well as news and information obtained on social networks, the greatest impact can be made on social trust and social norms to promote social capital.
Psychology, Video Games
S. M. Seyed Hosseini; P. Nejadi; H. Nasiri
Abstract
In addition to this fact that digital games are recognized as a growing industry at a rapid pace, they can be considered sophisticated and state-of-the-art media in nowadays' world. A medium that maximizes its interaction with the audiences and therefore has a considerable effectiveness. A medium at ...
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In addition to this fact that digital games are recognized as a growing industry at a rapid pace, they can be considered sophisticated and state-of-the-art media in nowadays' world. A medium that maximizes its interaction with the audiences and therefore has a considerable effectiveness. A medium at this level is enumerated as a proper context for conveying cultural and invaluable concepts in that it is of great importance to have a perception about the relationship between audiences and this medium. Our objective in this article is presenting an approach to measure performance, monetary, emotional, social and innovative perceived values across three popular gaming platforms which are Mobile, Computer, and Console. Then, through a collected data of the national survey conducted by DIREC (Digital Game Research Center) with a sample size of 6232, patterns of perceived values and its differences are inspected. Results revealed not only are perceived values significantly different between platforms but also they vary within platforms. The most important factor which contributes to this difference is a high level of the social perceived value in the Console platform. Analyses and interpretations of this article can help to take more advantage of the digital games as a medium for value creation.
Psychology, Video Games
M. Alborzi; F. Khoshbakht; R. Doroudi
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 ...
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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 school students (112 female and 101 male students) were selected from the two educational districts of Shiraz. The instruments used in the study included a questionnaire on Academic Procrastination (Savari, 2011), one on Goal Orientation (Elliott, 1999 and McGregor, 2001) and a researcher-made questionnaire on the time spent using computer games daily. Regarding the first two questionnaires, Cronbach's alpha method was used to estimate the reliability and validity of the correlations of the items with the dimensions and the correlation of the dimensions with the total score was also used. The obtained results confirmed the acceptable validity and reliability of the questionnaires. To evaluate the model, path analysis was utilized using SPSS 21 software. Results indicated that there was a negative and significant relationship between academic procrastination, mastery-oriented goal orientation and the rate of the use of computer games. Furthermore, the mastery-avoidance goal orientation was a positive and significant predictor of academic procrastination. However, there was not any statistically significant difference between male and female students in terms of the relationship between goal orientation (performance-oriented, performance-avoidance, mastery-oriented, and mastery-avoidance) and the rate of the use of computer games. Findings of the research indicated that there was a negative and significant relationship between academic proclivity and goal orientation-dominant and tenderness-performance. Also, the use of computer games predicted a positive and significant predictive of academic achievement and predicted a negative and significant predictive the mastery-avoidance goal orientation. Also, there was no significant difference between male and female students in terms of academic procrastination and goal orientation.
Psychology, Video Games
M. Jamshidi; P. Makvandi
Abstract
DGBL or digital games based learning is not only in global level research but it also is a research subject in country level. This research is analyzing a model which evaluate the training quality of management abilities through simulation managing and constructing or CMS games by considering this concept. ...
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DGBL or digital games based learning is not only in global level research but it also is a research subject in country level. This research is analyzing a model which evaluate the training quality of management abilities through simulation managing and constructing or CMS games by considering this concept. This research domain can be so expanded; therefore, only training the municipal management ability with Iranian – Islamic attitude with Sim City computer game has been considered as a case study. The present research approach is quantitative, and quasi-experimental test has been applied to two test groups as treatment, and control groups by pre- test and post-test. The statistical population of the research were industrial management students in Islamic Azad University of Karaj (there were some limitations in this research, so, only this statistical population could be reached to implement the test). Standard systematic approach questionnaire has been used to evaluate students’ scores, and analyzing covariance test has been implemented by SPSS software. The results show that the game was positively effective in learning. Moreover, students who learned the systematic approach by Sim city game earned higher scores than those who were trained traditionally, as a result, the initial theory of this research has been confirmed.
Psychology, Video Games
H. Nasiri; K. Bakhshizadeh Borj; M.S. Torkestani
Abstract
As a proper example of cultural technologies, digital games have been under a vast range of studies. In addition, the daily growth in the market and production of games have turned them into a huge industry. In the meantime, Mobile platform gained the largest amount of the growth in revenue. As there ...
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As a proper example of cultural technologies, digital games have been under a vast range of studies. In addition, the daily growth in the market and production of games have turned them into a huge industry. In the meantime, Mobile platform gained the largest amount of the growth in revenue. As there is an extending revenue in Mobile platform, it is important to understand game audiences' preferences & tastes for developing mobile games into an even bigger industry. Therefore, in this article, the technology-based Expectation-Confirmation Model (ECM) is developed to investigate the affecting factors on mobile games' purchase intention. The model explains when gamers face an in-app purchase, free to play mobile game, they try to compare their perceptions with their expectations and when the confirmation of the expectations happens, a mix of values including monetary, performance, emotional, social, and innovation values will be perceived, which they lead to satisfaction and purchase intention. In addition, this study has investigated the effects of habit, trust, free alternatives, and online reviews on purchase intention. For this purpose, an online survey has been implemented for the players of "Clash of Clans" and a sample size of 766 people made it possible to test the hypotheses in both 95 and 99 confidence levels. The results show that perceived value for money, emotional perceived value, trust, and habit have a positive effect on purchase intention of mobile games. On the contrary, no relations have been identified between satisfaction, free alternatives, and online reviews with PI.
Psychology, Video Games
H. Aakbari; A. Majdi; M Heydari
Abstract
Seeking to expand communication technologies, new diversified architecture of the process of transferring meaning is evolving media in the world. One of these methods, conveying the fabric in virtual games. Virtual games as a text, concepts to transmit users. One of the ...
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Seeking to expand communication technologies, new diversified architecture of the process of transferring meaning is evolving media in the world. One of these methods, conveying the fabric in virtual games. Virtual games as a text, concepts to transmit users. One of the implications of the media in the field of work on it has been less, individualism. The notions that in terms of sociological significance is also due to sign method cognitive Barrett, mobile phone Games were investigated. Five codes on the basis of the five Barrett, four five codes concept of cultural field as individualism, summing up the findings provided urban space, alone, relying on the individual capabilities, human challenge with human.
Psychology, Video Games
M. Vahidi Asl; F. Aghazadehpar; P. Alikhani
Abstract
Reduction in motivation and level of engagement in educational courses is one of the most important challenges for every organization. In order to address this issue, various methods have been proposed to improve organizational instruction, including the adoption of gamification to motivate employees ...
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Reduction in motivation and level of engagement in educational courses is one of the most important challenges for every organization. In order to address this issue, various methods have been proposed to improve organizational instruction, including the adoption of gamification to motivate employees to participate actively both in courses and in general to improve education efficiency. The present study, while considering the effectiveness of the popular approach of gamification, has also addressed the challenges of its implementation. These challenges have been extracted based on the experiences of the experts in the field of education and gamification. To this end, a qualitative research using phenomenological method was adopted. Data collected from one-on-one interviews were analyzed and coded according to Strauss and Corbin's three-stage coding procedure. The findings suggested that in addition to the organization's challenges for the adoption of gamification, there are also challenges for gamification’s entry into the organization. A total of 13 challenges were identified and put into the two mentioned categories. Therefore, it is expected that by identifying these challenges and attempting to reduce them before taking any action, the gamification approach can be useful in increasing the effectiveness of education courses in an organization.