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 1 (2008)
Interactionability in Computer Game: Call of Duty

masoud Kowsari; Ehsan Shaghasemi

Volume 2, Issue 3 , December 2009, Pages 1-19

https://doi.org/10.7508/ijcr.2009.07.001

Abstract
  For a long time communication theorists have criticized public media for being unilateral. What they prescript is to transform pattern of communication into bilateral one; in other words, to make media interactional. Telephone is the first fully interactional, however, there was a long road to the contemporary ...  Read More

Copy-Right for Software and Computer Games: Strategies and Challenges

Hojatollah Ayoubi

Volume 2, Issue 3 , December 2009, Pages 21-45

https://doi.org/10.7508/ijcr.2009.07.002

Abstract
  Copy-right has been initially used in cultural and art industries. From that time there have been two different approaches to the matter: the commercial-economic approach which is concerned with the rights of suppliers and investors; and the other approach, the cultural one, which is especially concerned ...  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

https://doi.org/10.7508/ijcr.2009.07.003

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 ...  Read More

Decoding Computer Games: Studying “Special Operation 85”

Bahareh Jalalzadeh; Behzad Dowran

Volume 2, Issue 3 , December 2009, Pages 77-96

https://doi.org/10.7508/ijcr.2009.07.004

Abstract
  As other media, computer games convey messages which have tow features: explicit and implicit. Semiologically studying computer games and comparing them with narrative structures, the present study attempts to discover the messages they convey. Therefore we have studied and decoded “Special operation ...  Read More

Patterns of Internet Usage: Learning Sphere and the Socio-cultural Context

Hossein Ebrahimabadi

Volume 2, Issue 3 , December 2009, Pages 97-118

https://doi.org/10.7508/ijcr.2009.07.005

Abstract
  In addition to the curriculum and the learning targets, there are some other points –as “the culture of the real life”, “patterns of communication and virtual-life’s experiencing”, and generally “pattern of communication and internet usage”- should be considered ...  Read More

Youth Culture and Cell Phone

mohammad saeed zokaei; Vahid Valizadeh

Volume 2, Issue 3 , December 2009, Pages 119-152

https://doi.org/10.7508/ijcr.2009.07.006

Abstract
  Iranian youth’s leisure culture has been immediately affected by the digital media culture. As a communicative media, cell phone has crossed borders of youth norms and identity; and in addition to facilitating their communication, has changed its patterns. Applying Bourdieu’s concepts of ...  Read More

Voice of America: Success or Failure of a Broadcasting Media in Public Diplomacy

Mohammad Ali Mousavi; Javad Asghari

Volume 2, Issue 3 , December 2009, Pages 153-165

https://doi.org/10.7508/ijcr.2009.07.007

Abstract
  As the American cultural and educational institutions left Iran –as the aftermath of Islamic revolution and drop in Iran-U.S relation- the United States has applied international media as a public diplomatic pillar in relation with the Islamic Republic. Analyzing Persian service of Voice of America, ...  Read More

Gender Prototype Representation in Media: Case Study of Hamshahri’s Events Page

Heshmat Sadat Moini Far

Volume 2, Issue 3 , December 2009, Pages 167-197

https://doi.org/10.7508/ijcr.2009.07.008

Abstract
  Besides family and education system, media also affects on the socializing process. What media represent is mutually affected and affective with culture. However, there are some times when media’s effect on society is especially important. For example, people with restricted social interactions ...  Read More