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<Article>
<Journal>
				<PublisherName>Iranian Institute for Social &amp; Cultural Research</PublisherName>
				<JournalTitle>Journal of Iranian Cultural Research</JournalTitle>
				<Issn>2008-1847</Issn>
				<Volume>12</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>03</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Perceived Values Patterns for the Players of the Different Digital Games Platforms</ArticleTitle>
<VernacularTitle>Perceived Values Patterns for the Players of the Different Digital Games Platforms</VernacularTitle>
			<FirstPage>1</FirstPage>
			<LastPage>25</LastPage>
			<ELocationID EIdType="pii">377</ELocationID>
			
<ELocationID EIdType="doi">10.22035/jicr.2019.377</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>S. M.</FirstName>
					<LastName>Seyed Hosseini</LastName>
<Affiliation>PhD Candidate in Communication Sciences, Department of Communication Sciences, Faculty of Humanities, Islamic Azad University, North Tehran Branch, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>P.</FirstName>
					<LastName>Nejadi</LastName>
<Affiliation>MA in Pure Statistics, Department of Statistics, Faculty of Mathematics, Statistics and Computer Science, University of Tehran, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>H.</FirstName>
					<LastName>Nasiri</LastName>
<Affiliation>PhD Candidate in Technology Management, Department of Industrial Management, Faculty of Management &amp; Accounting, Allameh Tabataba&amp;#039;i University, Tehran, Iran</Affiliation>
<Identifier Source="ORCID">0000-0002-8869-3600</Identifier>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2018</Year>
					<Month>11</Month>
					<Day>01</Day>
				</PubDate>
			</History>
		<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&#039; 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.</Abstract>
			<OtherAbstract Language="FA">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&#039; 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.</OtherAbstract>
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			<Object Type="keyword">
			<Param Name="value">Computer platform</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Console platform</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Cultural media</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Digital gamer</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Mobile platform</Param>
			</Object>
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<ArchiveCopySource DocType="pdf">http://www.jicr.ir/article_377_d34ab169b70c9dcd35e62896010cd9ff.pdf</ArchiveCopySource>
</Article>

<Article>
<Journal>
				<PublisherName>Iranian Institute for Social &amp; Cultural Research</PublisherName>
				<JournalTitle>Journal of Iranian Cultural Research</JournalTitle>
				<Issn>2008-1847</Issn>
				<Volume>12</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>03</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>A Framework for Identifying the Proper Mechanics of Computer Games for Teaching Cognitive Topics</ArticleTitle>
<VernacularTitle>A Framework for Identifying the Proper Mechanics of Computer Games for Teaching Cognitive Topics</VernacularTitle>
			<FirstPage>27</FirstPage>
			<LastPage>58</LastPage>
			<ELocationID EIdType="pii">378</ELocationID>
			
<ELocationID EIdType="doi">10.22035/jicr.2019.378</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>H.</FirstName>
					<LastName>Dehghanzadeh</LastName>
<Affiliation>PhD Student of Educational Technology, Department of Education, Faculty of Humanities, Tarbiat Modares University, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>H.</FirstName>
					<LastName>Dehghanzadeh</LastName>
<Affiliation>Assistant Professor of Educational Technology, Educational Sciences Department, Faculty of Psychology and Educational Sciences, Tabriz University, Tabriz, Iran</Affiliation>

</Author>
<Author>
					<FirstName>B.</FirstName>
					<LastName>Minaei</LastName>
<Affiliation>Associate Professor of Engineering and Computer Science, Faculty of Computer Engineering, University of Science and Technology, Tehran, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2018</Year>
					<Month>11</Month>
					<Day>01</Day>
				</PubDate>
			</History>
		<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 analysis was employed and in quantitative part for internal validation, a survey method to extract the experts&#039; point of view was utilized. Moreover, for evaluating external validity in procedural learning, a pretest and post-test experimental group with a control group was used. Through analyzing the data related to the mechanics of computer games, 32 essential mechanics of computer games were extracted. Mechanics such as problem solving, search and exploration, action, implementation, hierarchy, and time limits were used for procedural learning in digital games. The proposed mechanics for internal validation were sent to 25 learning and game specialists and the results of the analysis of the internal validity of the framework assessment showed that the proposed framework for teaching cognitive subjects has a good validity. Furthermore, in order to obtain the external validity of the proposed framework, 40 students were placed in experimental (20) and control (20) groups. The results of covariance analysis to examine the effectiveness of an external validation also showed that there is a significant difference between the game design based on the proposed framework and the normal game.</Abstract>
			<OtherAbstract Language="FA">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 analysis was employed and in quantitative part for internal validation, a survey method to extract the experts&#039; point of view was utilized. Moreover, for evaluating external validity in procedural learning, a pretest and post-test experimental group with a control group was used. Through analyzing the data related to the mechanics of computer games, 32 essential mechanics of computer games were extracted. Mechanics such as problem solving, search and exploration, action, implementation, hierarchy, and time limits were used for procedural learning in digital games. The proposed mechanics for internal validation were sent to 25 learning and game specialists and the results of the analysis of the internal validity of the framework assessment showed that the proposed framework for teaching cognitive subjects has a good validity. Furthermore, in order to obtain the external validity of the proposed framework, 40 students were placed in experimental (20) and control (20) groups. The results of covariance analysis to examine the effectiveness of an external validation also showed that there is a significant difference between the game design based on the proposed framework and the normal game.</OtherAbstract>
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			<Param Name="value">computer games</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">educational games</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">educational computer games</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">computer game elements</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">cognitive topics</Param>
			</Object>
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<ArchiveCopySource DocType="pdf">http://www.jicr.ir/article_378_8bf1211fd4b7b94528899de0a43b9fb3.pdf</ArchiveCopySource>
</Article>

<Article>
<Journal>
				<PublisherName>Iranian Institute for Social &amp; Cultural Research</PublisherName>
				<JournalTitle>Journal of Iranian Cultural Research</JournalTitle>
				<Issn>2008-1847</Issn>
				<Volume>12</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>03</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Modeling the Effect of using the Sports video games on Sports consumption</ArticleTitle>
<VernacularTitle>Modeling the Effect of using the Sports video games on Sports consumption</VernacularTitle>
			<FirstPage>59</FirstPage>
			<LastPage>83</LastPage>
			<ELocationID EIdType="pii">379</ELocationID>
			
<ELocationID EIdType="doi">10.22035/jicr.2019.379</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>Sh.</FirstName>
					<LastName>Shafiee</LastName>
<Affiliation>Assistant Professor of Sport Management, University of Guilan, Rasht, Iran</Affiliation>

</Author>
<Author>
					<FirstName>H.</FirstName>
					<LastName>Rostami</LastName>
<Affiliation>PhD Student of Sport Management, University of Guilan, Rasht, Iran</Affiliation>

</Author>
<Author>
					<FirstName>H.</FirstName>
					<LastName>Afrouzeh</LastName>
<Affiliation>PhD Student of Sport Management, University of Guilan, Rasht, Iran.</Affiliation>

</Author>
<Author>
					<FirstName>A.</FirstName>
					<LastName>Ashouri</LastName>
<Affiliation>M.Sc. in Sport Management, University of Guilan, Rasht, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2018</Year>
					<Month>05</Month>
					<Day>23</Day>
				</PubDate>
			</History>
		<Abstract>The purpose of this study was to investigate the effects of using the sports video games on sports consumption. The research method was descriptive-survey and of applied type. The required information was also collected through a questionnaire. The statistical population of this study included all high school students including 3rd, 7th, 8th and 9th grade in city of Rasht. The research sample was 183 people. In this research, data were collected through the questionnaire and then analyzed with PLS2 software. The results of the research showed that the conceptual model of the research has a desirable fit (GOF= 0.41). Based on the results, there is a significant direct relationship between sports fan and using the sports video games (r = 0.49, t = 10.87), and between sports fan and sports consumption (r = 0.45, t= 9.77). Moreover, there is a significant indirect relationship between sports video games and sports consumption with the mediating role of sports fan (r = 0.41, t= 4.73). As a result, sports marketers should encourage sports video games as a strategy for increasing sports consumption, especially among those who are less known as sports fan.</Abstract>
			<OtherAbstract Language="FA">The purpose of this study was to investigate the effects of using the sports video games on sports consumption. The research method was descriptive-survey and of applied type. The required information was also collected through a questionnaire. The statistical population of this study included all high school students including 3rd, 7th, 8th and 9th grade in city of Rasht. The research sample was 183 people. In this research, data were collected through the questionnaire and then analyzed with PLS2 software. The results of the research showed that the conceptual model of the research has a desirable fit (GOF= 0.41). Based on the results, there is a significant direct relationship between sports fan and using the sports video games (r = 0.49, t = 10.87), and between sports fan and sports consumption (r = 0.45, t= 9.77). Moreover, there is a significant indirect relationship between sports video games and sports consumption with the mediating role of sports fan (r = 0.41, t= 4.73). As a result, sports marketers should encourage sports video games as a strategy for increasing sports consumption, especially among those who are less known as sports fan.</OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">Sports video games</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Sports Consumption</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Sports fan</Param>
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<ArchiveCopySource DocType="pdf">http://www.jicr.ir/article_379_a02ffd91ece5e7efeb46db8f10a74059.pdf</ArchiveCopySource>
</Article>

<Article>
<Journal>
				<PublisherName>Iranian Institute for Social &amp; Cultural Research</PublisherName>
				<JournalTitle>Journal of Iranian Cultural Research</JournalTitle>
				<Issn>2008-1847</Issn>
				<Volume>12</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>03</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>The Relationship between Addiction to Computer Games and Isolation‌ of adolescents: A Case Study of Junior High School Students in Kashan in 1395</ArticleTitle>
<VernacularTitle>The Relationship between Addiction to Computer Games and Isolation‌ of adolescents: A Case Study of Junior High School Students in Kashan in 1395</VernacularTitle>
			<FirstPage>85</FirstPage>
			<LastPage>108</LastPage>
			<ELocationID EIdType="pii">380</ELocationID>
			
<ELocationID EIdType="doi">10.22035/jicr.2019.380</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>M.</FirstName>
					<LastName>Niazi</LastName>
<Affiliation>Professor of Sociology, Department of Social Sciences, Faculty of Humanities, Kashan University, Kashan, Iran</Affiliation>

</Author>
<Author>
					<FirstName>E.</FirstName>
					<LastName>Shafaei</LastName>
<Affiliation>PhD Student in Sociology of Social Problems of Iran, Department of Social Sciences, Faculty of Humanities, Kashan University, Kashan, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Z.</FirstName>
					<LastName>Hasanzadeh</LastName>
<Affiliation>Master of Cultural Studies, University of Kashan, Kashan, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
		<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 adolescents as a result of computer game addiction. In this study, the role of computer games was studied with a focus on adolescent addiction to these games in their isolation. The study used a survey design and questionnaires and interviews were used to collect data on the two variables of computer addiction and soliloquy in adolescents. The reliability of the research instrument was confirmed using Cronbach&#039;s alpha test. The population of this study was all male students of guidance schools in Kashan in 2018. Using Cochran sampling formula, 320 individuals were randomly selected and surveyed. The research findings showed high correlation between the two variables of computer addiction and student isolation. Pearson test results were r = 0.452, the reliability of the relationship between the two high variables was statistically significant in the 99% confidence level. The type of relationship is positive indicating that with the increase in the rate of addiction to computer games, we are witnessing an increase in the social isolation of students.</Abstract>
			<OtherAbstract Language="FA">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 adolescents as a result of computer game addiction. In this study, the role of computer games was studied with a focus on adolescent addiction to these games in their isolation. The study used a survey design and questionnaires and interviews were used to collect data on the two variables of computer addiction and soliloquy in adolescents. The reliability of the research instrument was confirmed using Cronbach&#039;s alpha test. The population of this study was all male students of guidance schools in Kashan in 2018. Using Cochran sampling formula, 320 individuals were randomly selected and surveyed. The research findings showed high correlation between the two variables of computer addiction and student isolation. Pearson test results were r = 0.452, the reliability of the relationship between the two high variables was statistically significant in the 99% confidence level. The type of relationship is positive indicating that with the increase in the rate of addiction to computer games, we are witnessing an increase in the social isolation of students.</OtherAbstract>
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			<Object Type="keyword">
			<Param Name="value">computer games</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">computer addiction</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Social isolation</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">adolescents</Param>
			</Object>
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<ArchiveCopySource DocType="pdf">http://www.jicr.ir/article_380_bca82e41ee7b0833588399b1fcd177c7.pdf</ArchiveCopySource>
</Article>

<Article>
<Journal>
				<PublisherName>Iranian Institute for Social &amp; Cultural Research</PublisherName>
				<JournalTitle>Journal of Iranian Cultural Research</JournalTitle>
				<Issn>2008-1847</Issn>
				<Volume>12</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>03</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>The Relationship between the Rate of the Use of Computer Games and Academic Procrastination: The Mediatory Role of Goal Orientation in Elementary School Students</ArticleTitle>
<VernacularTitle>The Relationship between the Rate of the Use of Computer Games and Academic Procrastination: The Mediatory Role of Goal Orientation in Elementary School Students</VernacularTitle>
			<FirstPage>109</FirstPage>
			<LastPage>129</LastPage>
			<ELocationID EIdType="pii">381</ELocationID>
			
<ELocationID EIdType="doi">10.22035/jicr.2019.381</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>M.</FirstName>
					<LastName>Alborzi</LastName>
<Affiliation>Associate Professor in Foundations of Education, School of Education and Psychology, Shiraz University, Fars, Iran</Affiliation>

</Author>
<Author>
					<FirstName>F.</FirstName>
					<LastName>Khoshbakht</LastName>
<Affiliation>Associate Professor in Foundations of Education, School of Education and Psychology, Shiraz University, Fars, Iran</Affiliation>

</Author>
<Author>
					<FirstName>R.</FirstName>
					<LastName>Doroudi</LastName>
<Affiliation>M.A Student of Early Education, School of Education and Psychology, Shiraz University, Fars, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2018</Year>
					<Month>06</Month>
					<Day>27</Day>
				</PubDate>
			</History>
		<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 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&#039;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.</Abstract>
			<OtherAbstract Language="FA">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&#039;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.</OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">academic procrastination</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">goal orientation</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">computer games</Param>
			</Object>
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<ArchiveCopySource DocType="pdf">http://www.jicr.ir/article_381_00ec53c4682d36f5c4359f4ae7bd7ba1.pdf</ArchiveCopySource>
</Article>

<Article>
<Journal>
				<PublisherName>Iranian Institute for Social &amp; Cultural Research</PublisherName>
				<JournalTitle>Journal of Iranian Cultural Research</JournalTitle>
				<Issn>2008-1847</Issn>
				<Volume>12</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>03</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Investigating the Effect of Gamification Mechanisms on the Success of Crowdsourcing Projects in e-Governance (The Case Study: Shahrekord’s Citizens Participation in Beautifying the City)</ArticleTitle>
<VernacularTitle>Investigating the Effect of Gamification Mechanisms on the Success of Crowdsourcing Projects in e-Governance (The Case Study: Shahrekord’s Citizens Participation in Beautifying the City)</VernacularTitle>
			<FirstPage>131</FirstPage>
			<LastPage>154</LastPage>
			<ELocationID EIdType="pii">382</ELocationID>
			
<ELocationID EIdType="doi">10.22035/jicr.2019.382</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>S.M.</FirstName>
					<LastName>Jafari</LastName>
<Affiliation>Assistant Professor, Faculty of Management and Accounting, College of Farabi, University of Tehran, Qom, Iran</Affiliation>
<Identifier Source="ORCID">0000-0003-2042-2756</Identifier>

</Author>
<Author>
					<FirstName>Z.</FirstName>
					<LastName>Abdollahzadeh</LastName>
<Affiliation>MA in Information Technology Management, Faculty of Management and Accounting, College of Farabi, University of Tehran, Qom, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2018</Year>
					<Month>06</Month>
					<Day>06</Day>
				</PubDate>
			</History>
		<Abstract>With the progression of information and communication technology, electronic governance and also crowdsourcing as one of its key components have attracted many governments attention. In order to encourage and motivate the citizens to participate in crowdsourcing projects, Game techniques and mechanics have been proposed as an effective solution. However, no significant research has been done in this regard and this subject has not been measured practically. The purpose of this study is investigating the relationship between the intrinsic and extrinsic motivations of citizens and participation in crowdsourcing projects. The statistical population of this research was citizens of Shahrekord and 215 questionnaires were randomly distributed among them. Data analysis was carried out based on Structural Equations Modeling (SEM) by AMOS software. The results showed that there is no meaningful relationship between extrinsic motivations and participation in crowdsourcing projects. On the other hand, a positive and significant relationship was confirmed between intrinsic motivations and participation in crowdsourcing projects.</Abstract>
			<OtherAbstract Language="FA">With the progression of information and communication technology, electronic governance and also crowdsourcing as one of its key components have attracted many governments attention. In order to encourage and motivate the citizens to participate in crowdsourcing projects, Game techniques and mechanics have been proposed as an effective solution. However, no significant research has been done in this regard and this subject has not been measured practically. The purpose of this study is investigating the relationship between the intrinsic and extrinsic motivations of citizens and participation in crowdsourcing projects. The statistical population of this research was citizens of Shahrekord and 215 questionnaires were randomly distributed among them. Data analysis was carried out based on Structural Equations Modeling (SEM) by AMOS software. The results showed that there is no meaningful relationship between extrinsic motivations and participation in crowdsourcing projects. On the other hand, a positive and significant relationship was confirmed between intrinsic motivations and participation in crowdsourcing projects.</OtherAbstract>
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			<Param Name="value">Crowdsourcing</Param>
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			<Param Name="value">Electronic Governance</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Extrinsic Motivation</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">gamification</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Intrinsic Motivation</Param>
			</Object>
		</ObjectList>
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</Article>

<Article>
<Journal>
				<PublisherName>Iranian Institute for Social &amp; Cultural Research</PublisherName>
				<JournalTitle>Journal of Iranian Cultural Research</JournalTitle>
				<Issn>2008-1847</Issn>
				<Volume>12</Volume>
				<Issue>1</Issue>
				<PubDate PubStatus="epublish">
					<Year>2019</Year>
					<Month>03</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Business Strategies Formulation for Video Games in Iran</ArticleTitle>
<VernacularTitle>Business Strategies Formulation for Video Games in Iran</VernacularTitle>
			<FirstPage>155</FirstPage>
			<LastPage>180</LastPage>
			<ELocationID EIdType="pii">383</ELocationID>
			
<ELocationID EIdType="doi">10.22035/jicr.2019.383</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>S.M.</FirstName>
					<LastName>Sharifi</LastName>
<Affiliation>Assistant Professor in Media Management, Faculty of Management, University of Tehran, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>J.</FirstName>
					<LastName>Javaheri</LastName>
<Affiliation>PhD Student in Media Management, Faculty of Management, University of Tehran, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>M.</FirstName>
					<LastName>Stiri</LastName>
<Affiliation>Assistant Professor in Human Resource Management, Faculty of Management, University of Tehran, Tehran, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2018</Year>
					<Month>09</Month>
					<Day>12</Day>
				</PubDate>
			</History>
		<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 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.</Abstract>
			<OtherAbstract Language="FA">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.</OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">Delphi Technique</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Environmental Analysis</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Game Industry</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Strategy Formulation</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Video Games</Param>
			</Object>
		</ObjectList>
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</Article>
</ArticleSet>
