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
Business Strategies Formulation for Video Games in Iran

S.M. Sharifi; J. Javaheri; M. Stiri

Volume 12, Issue 1 , April 2019, , Pages 155-180


  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 ...  Read More

The Formative Elements of the Sense of Presence and Its Impact on the Identity of the Users of Video Games

Behroz Minaei; Ali Razi zade

Volume 7, Issue 2 , September 2014, , Pages 25-48


  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 ...  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


  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