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)
Psychology, Video Games
Representation of power field in home TV series: A case study of Aghazadeh series

F. Mohammadi

Volume 16, Issue 3 , July 2023, , Pages 121-150

https://doi.org/10.22035/jicr.2023.3104.3419

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, ...  Read More

Psychology, Video Games
An investigation into the educational implications of Sponge Bob Animation from the perspective of the negating and requirement of the six areas of education

Z. Tasviri; Z. Athari

Volume 14, Issue 2 , July 2021, , Pages 95-123

https://doi.org/10.22035/jicr.2021.435

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 ...  Read More

Psychology, Video Games
Exposing a model of social networks function in promoting social capital

M. Akhtar Mohagheghi; A. Rabiei; A. Farhangi

Volume 14, Issue 1 , April 2021, , Pages 127-145

https://doi.org/10.22035/jicr.2021.2642.3053

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 ...  Read More

Psychology, Video Games
Perceived Values Patterns for the Players of the Different Digital Games Platforms

S. M. Seyed Hosseini; P. Nejadi; H. Nasiri

Volume 12, Issue 1 , April 2019, , Pages 1-25

https://doi.org/10.22035/jicr.2019.377

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 ...  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

Psychology, Video Games
A model analysis to evaluate the training quality of management abilities by CMS genre in digital games. Case Study: training the systematic approach as a required ability of municipal management with Iranian – Islamic attitude by SIMCITY computer game.

M. Jamshidi; P. Makvandi

Volume 11, Issue 1 , April 2018, , Pages 1-32

https://doi.org/10.22631/jicr.2018.1672.2319

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. ...  Read More

Psychology, Video Games
Investigating the Affecting Factors on Mobile Games Purchase Intention: An Expectation-Confirmation Model (ECM)

H. Nasiri; K. Bakhshizadeh Borj; M.S. Torkestani

Volume 11, Issue 1 , April 2018, , Pages 55-83

https://doi.org/10.22631/jicr.2018.1660.2306

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 ...  Read More

Psychology, Video Games
Individualism in Mobile Games; A Semiotic Analysis

H. Aakbari; A. Majdi; M Heydari

Volume 11, Issue 1 , April 2018, , Pages 85-119

https://doi.org/10.22631/jicr.2018.1750.2375

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 ...  Read More

Psychology, Video Games
Identifying the Challenges of Implementation of Gamification in Organizational Instruction

M. Vahidi Asl; F. Aghazadehpar; P. Alikhani

Volume 11, Issue 1 , April 2018, , Pages 121-149

https://doi.org/10.22631/jicr.2018.1832.2433

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 ...  Read More