• Home
  • computer games
    • List of Articles computer games

      • Open Access Article

        1 - The Relationship between the use of Computer Games and Aggression in Children in Ardabil City
        ali jafari manzar movaqar
        This study aimed to investigate the relationship between use of computer games and aggression in children in Ardabil. The research method of achieving the goal, is functional and correlation - survey and research tool is the questionnaire.The statistical population incl More
        This study aimed to investigate the relationship between use of computer games and aggression in children in Ardabil. The research method of achieving the goal, is functional and correlation - survey and research tool is the questionnaire.The statistical population include allthe8- to12-year- old children of Ardabil (in 1394)that according to registration documents their numberwere 64 209 people. The sampling method in the study was simple random sampling and multistage cluster sampling. The sample size was calculated 398 people using the formula Cochrane. Data collection method was using questionnaire and the data collected then analyzed using SPSS software.Analysis was conducted at two levels: the first level of description where the indexes like frequency indexand ...were used and Level of inferential statistics in which statistical tests, Pearson and regression were used. the results showed that between Independent variables(The time of computer games, Type computer games , The rate of computer games, The violence in computer games, Characters in computer games) and aggression in children strong and direct relationship between parental monitoring of kids computer games and aggression in children and there is a strong inverse relationship. relationship between parental monitoring of kids computer games and aggression in children and there is a strong inverse relationship Manuscript profile
      • Open Access Article

        2 - Impact of media literacy education on attitudes towards violence in adolescents’ users of violent computer referring to the game nets of Qom city in 2013
        sarallah shojaei طاهره دهداری محمد شجاعی طاهره رحیمی
        Background: Today, the greatest victims of violent and undesirable messages of media are children and youth. One of the ways of immunization against the effects of video-games is media literacy education to this group. Because, media literacy education can be develop cr More
        Background: Today, the greatest victims of violent and undesirable messages of media are children and youth. One of the ways of immunization against the effects of video-games is media literacy education to this group. Because, media literacy education can be develop critical thinking in its audiences. The present study, consequently, intends to determine efficiency of media literacy learning in lowering violent behaviors evinced by players of violent video games. Materials and methods: In this study, a number of 100 adolescent violent video gamers who referred to Qom game nets were selected by random sampling method. They were asked to fill in questionnaires on their demographical information, and Attitudes Towards Violence then were randomly divided into two groups: intervention group and control group. After arrangement of courses required for media literacy acquisition, educational intervention was undertaken intervention group. To analyze the data SPSS software was used Findings: Results showed that neither groups had significant differences in their average attitude to violence scores in pre-intervention phase. After termination of intervention phase in one month, however, results showed that there is a significant difference in average attitudes towards violence scale in intervention group as to control group (P=0.0001): positive attitudes to violence were diminished in intervention group. Conclusions: Acquisition of media literacy can reduce effects of video games on attitude to violence level of young players. This is essential to lodge basics of media literacy in textbooks and produce preventive programs in this regard. Manuscript profile
      • Open Access Article

        3 - Investigating the Effect of Virtual Reality Techniques on Balance of the Elderly
        Hamid Reza Vatan Khah Yasin Najafi Zadegan
      • Open Access Article

        4 - The relationship between the marketing of computer games and the willingness to buy with the mediating role of culturalization
        dariush tahmasebi ali abedini
        Given the widespread market and growing demand in the gaming industry in the country, there are great potential for investment and profitability in this sector against investors and owners of capital. The purpose of the present study was to determine the relationship be More
        Given the widespread market and growing demand in the gaming industry in the country, there are great potential for investment and profitability in this sector against investors and owners of capital. The purpose of the present study was to determine the relationship between the marketing of computer games and the desire to purchase with the mediating role of cultural development. This is a correlation study and a questionnaire was used to collect data. Experts, academic professors and expert experts confirmed its content validity. The reliability of the instrument was calculated at an appropriate level by calculating the Cronbach's alpha. A sample of 400 citizens in Tehran's sixth district formed a sample of this study. Sampling method was available in this study. The findings of the study, after analyzing the path, showed that the marketing of computer games had an effect on culture as well as culturalization, but marketing of computer games had no effect on the willingness to buy. Manuscript profile
      • Open Access Article

        5 - The relationship between Tehran's parents' media literacy rate and the quality and quality of children's computer games
        safaseyedeh mousavi zeynab farokhnazar
        Research Introduction & Objective: In the 1990s, an increasing number of major newspaper reports told scary stories about shocking and violent video games made for children and adolescents, covering topics such as murder and beatings. Emphasized (Briganter, 2009). T More
        Research Introduction & Objective: In the 1990s, an increasing number of major newspaper reports told scary stories about shocking and violent video games made for children and adolescents, covering topics such as murder and beatings. Emphasized (Briganter, 2009). The purpose of this study was to investigate the relationship between media literacy of Tehran parents and the quantity and quality of their children's computer games.Methods: The statistical sample population of this study consists of parents and children and adolescents under 18 years of age in Tehran from one of the 22 districts of Tehran province with undergraduate and doctoral education. This study is a quantitative survey research and the data collection tool was a questionnaire. The sample size was 344 people based on the Cochran's sample size estimation formula, which were selected using multi-stage cluster sampling method. The data collection tool was a researcher-made questionnaire whose validity was confirmed using face and content validity and its reliability was determined using coefficient. Cronbach's alpha was calculated, and data analysis was performed using SPSS21 software.Findings and Conclusion: The results of testing the first hypothesis showed that there is a significant relationship between the perceptual dimension of media literacy of Tehrani parents with the quantity and quality of children's computer game use and the effect of media literacy on the quantity of children's computer game use is 0.22 and its effect on quality is equal. 0.26%, the results of the second hypothesis test showed that there is a significant relationship between the sensory dimension of media literacy of Tehrani parents with the quantity and quality of children's computer game use. The results of the third hypothesis test showed that there is a moral dimension between Tehrani media literacy and quantity and quality of games. There is a significant relationship between children's computers. Manuscript profile
      • Open Access Article

        6 - Reviewing the Impact of Amusement Cultural Management of the Institute for the Intellectual Development of Children and Young Adults on the Decrease of Violence in Computer Games among Teenagers (13-15 years old) of Tehran City
        دکتر رمضانعلی رویایی محمود قاسمی
        This research reviews the role of violent computer games in young adults'tendency to violence and aggression. In this respect, the young adults' tendency toplay computer games and their interest in programs and activities of the Institute forthe Intellectual Development More
        This research reviews the role of violent computer games in young adults'tendency to violence and aggression. In this respect, the young adults' tendency toplay computer games and their interest in programs and activities of the Institute forthe Intellectual Development of Children and Young Adults in a survey method fromamong 40 teenagers (13-15 years old) of Tehran city as the statistical population isassessed using a questionnaire. The results reject the hypothesis of the research andshows that there is no meaningful relation between watching violent images in thecomputer games and performing this violence at home, and also between their lack ofknowledge about Islamic culture and their tendency to play their favorite computergames. Manuscript profile
      • Open Access Article

        7 - The effectiveness of play therapy based on the relationship parent child (Filial Therapy) on addiction to computer games, and aggression in preschoolers
        maryam soltani Hadi Farhadi
        The aim of this research  is Teaching play therapy  based on the parent – child relationship (Filial Therapy) to mothers of preschool children and and its effects on computers game addiction and aggression in  their children. Statistical population More
        The aim of this research  is Teaching play therapy  based on the parent – child relationship (Filial Therapy) to mothers of preschool children and and its effects on computers game addiction and aggression in  their children. Statistical population of this research includes all mothers of preschool children with addiction to computer games Were randomly assigned to either experimental or control groups.The instrument used in this research were addiction to commuter games questionnaire (Farhadi (1395), (parents form), and Vahedi et al. (1999), aggression scale of preschool children (parent form). The participants in two stage of pretest and posttest were answered to research instruments.The experimental group subjected to 10 sessions (2 hour), filial therapy education.The results of this research showed that, filial therapy training to mothers were effective to reduce addiction sign to computer games (p<0.01), children aggression (p<0.05), verbal aggression (P <0.01), and impulsive aggression (P <0.05).Accordingly focusing on educations related to parents was recommended as a strategy to reduce children’s extreme tendency to play computer games. Manuscript profile
      • Open Access Article

        8 - Reviewing the types of computer games and the time spent on them and their relationship with the students’ educational achievement in Kerman’s high schools (2009-2010)
        FATME MEHRABIFAR MEHDI mortazavi MEHDI LASANI
        In the course of studying the relationship between types and duration of playing computer games and their relation with educational improvement of governmental guidance school students of Kerman District 2, The current research was conducted as a descriptive-correlation More
        In the course of studying the relationship between types and duration of playing computer games and their relation with educational improvement of governmental guidance school students of Kerman District 2, The current research was conducted as a descriptive-correlation type study. They were about 10289 students in the statistical society in which the sample volume of 453 students were selected by random-cluster sampling method. A researcher-made questionnaire was used to collect data and the reliability confirmed in the arrange of 0.85 and 0.81 by using the test-retest method and Cronbach’s alpha. SPSS software, descriptive tables, ANOVA test pillar charts, chi-square test, Pearson correlation coefficients were all used to analyze the data. The results showed that sharp students preferred adventurous games and average and weak students preferred action games. Most of the games played by students were adventurous ones. Boys chose action-sport games mostly and girls preferred adventurous ones. There was not a significant relationship between the duration of playing these games and educational improvement (p > 0.05). There was a significant relationship between the game type and educational improvement (p < 0.05). The most important criteria of choosing the games were personal opinion and the excitement of the games. There was a significant relationship between these criteria and type of the game (p < 0.05). Tendency of the sharp students towards the games was low but it was high in the average and weak students. Manuscript profile
      • Open Access Article

        9 - The effectiveness of instructional games on academic achievement and attitude towards science learning
        Esmaeel Azimi Reza Jafari Harandi Saeed Mousavi Pour
        The goal of the present study is to investigate the effectiveness of instructional computer games on academic achievement and attitude of forth grade students towards science learning in the city of Arak. The method being used in this research is semi-experimental resea More
        The goal of the present study is to investigate the effectiveness of instructional computer games on academic achievement and attitude of forth grade students towards science learning in the city of Arak. The method being used in this research is semi-experimental research method and the research pattern is of two group pattern with pre-test and post-test. The statistical population is of 1836 students in the fourth grade of primary schools in Arak city during academic year of 1390-91. Based on random stratified sampling method Forty students are selected 20 of them being placed in the experimental group and 20 in the control group. Thus, 10 topics are selected from the 4th grade science book and computer games are produced out of those topics. The experimental group played those instructional computer games and the control group was taught based on the traditional method. Data collection was conducted through educational improvement test and attitude scale towards learning science by Akpinar et al. Reliability coefficient was computed for educational improvement test as 0.8 and for attitude towards science as 0.77. ANCOVA was utilized to analyze the data. Results suggest that those students playing instructional computer games significantly had better academic achievement and better attitude towards science learning than students who were trained through traditional method , P < 0/001. Therefore, the use of instructional computer game is recommended in teaching science. Manuscript profile
      • Open Access Article

        10 - Meta-analysis of the treatment of Internet addiction, computer game addiction and Workaholism.
        Maryam Khorasani Ferdavani Hadi Farhadi
        According to the research findings of various studies regarding effective treatments for internet addiction, computer game addiction, and work addiction, meta-analysis is necessary. The aim of the current research is meta-analysis of the treatment of Internet addiction, More
        According to the research findings of various studies regarding effective treatments for internet addiction, computer game addiction, and work addiction, meta-analysis is necessary. The aim of the current research is meta-analysis of the treatment of Internet addiction, computer game addiction and work addiction. The method of the present research was meta-analysis. For this purpose, from all the reference texts in the range of 2010 to 2023 for foreign studies and 2011 to 2022 for domestic documents, using the selective sampling method and In the form of a head count of researches that examine the treatment of Internet addiction, addiction They were selected for computer games and work addiction. In total, among the 39 studies collected, 28 studies were analyzed. The findings of this research showed that the techniques of cognitive-behavioral therapy, mindfulness and drug therapy (bupropion) constitute the majority of treatment methods for Internet addiction, computer game addiction and work addiction. Quality of life therapy has had the greatest Impact on Internet addiction, followed by social-cognitive interventions and cognitive-behavioral therapy. Theater therapy has had the greatest impact on game addiction and meditation mindfulness training has had the greatest impact on work addiction. Manuscript profile
      • Open Access Article

        11 - Representation of cultural components of Iranian-Islamic lifestyle in domestic computer games
        Mohammadreza Alizadeh Alireza Esmaeili Shahrzad Bazrafshan Mohsen Noghani dokht Bahmani,
        In recent decades, the intertwining of two different Western and Iranian-Islamic cultures has changed the perspective and style of our lives at home, in society, and in the educational system and has increased and decreased our propositions of comfort and tranquility.Th More
        In recent decades, the intertwining of two different Western and Iranian-Islamic cultures has changed the perspective and style of our lives at home, in society, and in the educational system and has increased and decreased our propositions of comfort and tranquility.The role of the media has been undeniable in counting the influential indicators of our lifestyle. It should not be forgotten that the first link and starting point for most of children, adolescents, and young people to the media is computer games. Digital gaming is a full-fledged medium that engages the audience more than its competitors, such as books, movies, or music, because of its interactive nature, leading to the peak of happiness or the valley of misery for its user. This paper's research method is a qualitative method based on semiotics of cultural components of the Iranian-Islamic lifestyle in domestic computer games. The results of this research, which are presented in numerous tables, show that domestic computer games have not yet met the expectations of those audiences and players who were willing to comprehend the principles and values of Iranian-Islamic life through the available domestic computer games. Manuscript profile
      • Open Access Article

        12 - The Effectiveness of the Computer Games On Children's Problem-Solving Ability
        Maryam Taghavi Jelodar Mahyar Hami
        The aim of this study was to evaluate the effect of computer games on problem-solving ability. To do so, semi-experimental design pretest-posttest control group was used. The statistical society of the study, were all third and fourth grade students in the city of Babol More
        The aim of this study was to evaluate the effect of computer games on problem-solving ability. To do so, semi-experimental design pretest-posttest control group was used. The statistical society of the study, were all third and fourth grade students in the city of Babol. In order to select the sample, two boy schools were randomly selected and then between students of the two schools, 40 of the third and fourth grade students were randomly divided into four groups of 10-person action computer games, strategic computer games, educational computer games and the control group. The results of Analysis of Covariance showed that although there was no significant difference in pre-test problem-solving ability in four groups, after adjusting for pre-test and post-test there were significant differences between the four groups (P Manuscript profile
      • Open Access Article

        13 - A comparison study of the cognitive instructional effectiveness and behavior modification (using computer games) on Islamic Azad university female students’ locus of control in Tabriz branch
        Hassan Sabouri Mogaddam Zahra Abolfathi Rahim Badri
         The present research was done to determine the comparison study of cognitive instructional effectiveness and behavior modification (using computer games) on Islamic Azad university Female students’ locus of control. The population of the study was 300 people More
         The present research was done to determine the comparison study of cognitive instructional effectiveness and behavior modification (using computer games) on Islamic Azad university Female students’ locus of control. The population of the study was 300 people using available sampling were chosen. The research method was quasi-experimental. The locus of control test was run as pre-test. Among the examinees 45 people who got higher scores were chosen as the sample size and were divided into 3 groups through simple random sampling method. (15 people per group). The cognitive instructional group got eight session (each session one hour) intervention, the behavior modification group got eight session (each session half an hour) intervention, but the control group didn’t get any intervention. Then all groups were evaluated again through measurements which were used as pre-test. He results showed that the cognitive instructional and behavior modification were on increasing internal locus of control, but cognitive instruction was more effective than behavior modification.   Manuscript profile
      • Open Access Article

        14 - تاثیر جهانی شدن بر تغییر ارزش های اخلاقی در میان جوانان
        طیبه وخشوزی باقر ساروخانی Hassan Saraie
      • Open Access Article

        15 - The Effect of Educational Computer Games on the Metacognitive Skills of Students in Biology
        Mahdi Vahedi Mohammad Javad Karami Esmaeil Zareii Zavaraki
        The aim of this study was to investigate the effect of educational computer games on the metacognitive skills of the 10th grade students in Biology. Regarding this goal, research hypotheses about the effect of educational computer games on some metacognitive components More
        The aim of this study was to investigate the effect of educational computer games on the metacognitive skills of the 10th grade students in Biology. Regarding this goal, research hypotheses about the effect of educational computer games on some metacognitive components including learning motivation, self-regulation learning and student's meta-memory were studied. The statistical population of the study was all male students of the 10th grade in the field of empirical sciences in school year 2016-17, in secondary schools in Qom, District 1. Students of one of the state-run high schools were selected as sample by available sampling method. The present study is applied in terms of its purpose and quasi-experimental in terms of its method. The pretest-posttest method was performed with two groups of control and experiment. For all three hypotheses in this study, covariance test with Kolmogorov-Smirnov test and Levene test were used for pretest and control group. The results showed that educational computer games, besides that had a positive effect on learning motivation and self-regulation learning as the meta-cognitive components of students, they also strengthen their meta-memory. Manuscript profile
      • Open Access Article

        16 - The Effect of Violent Computer Games on Students' Aggression
        Khalil Ghaffari Seyed Saeid Hosieni
        The present study aimed at comparing the aggression of students using violent computer games and other elementary school students in Aligudarz. The research employed causal-comparative method in which the researcher compared the effects of using violent computer games o More
        The present study aimed at comparing the aggression of students using violent computer games and other elementary school students in Aligudarz. The research employed causal-comparative method in which the researcher compared the effects of using violent computer games on aggression of students. The population of the present study was 3908 male elementary school students in Aligudarz during 2015-16. 50 students were randomly selected from four schools and then Eysenck's aggression test, with 29 equivocal questions were provided to them. To test the research hypothesis, independent t test was used at the significance level of 0.05. Results showed a significant difference between the means of study. In other words, using violent computer games significantly affected aggression level of male elementary students in Aligudarz and a significant difference was observed between users and non- users.Also, the results showed that more than half of the users of these games tend to play violent computer games and tend to play these games individually. In addition, the findings showed that group use had a greater effect on aggression. Manuscript profile
      • Open Access Article

        17 - Comparing the Effectiveness of Computer Games with Traditional Iranian Games on Critical Thinking of Students with Mathematical Disability
        مهسا ساداتی بالادهی Beheshte Niosha Mahnaz Asteki
        Objective: Given that learning disabilities are the most important poor academic performance and traditional teaching methods are no longer responsive to current and future educational needs, the purpose of the present study was to compare the effectiveness of computer More
        Objective: Given that learning disabilities are the most important poor academic performance and traditional teaching methods are no longer responsive to current and future educational needs, the purpose of the present study was to compare the effectiveness of computer games with traditional Iranian games on the critical thinking of students with mathematical disabilities. Materials and Methods: The research method was quasi-experimental with pretest-posttest design with control group. The statistical population of the present study included all fourth to sixth grade students in Tehran between the ages of 10 and 12 years who had mathematical disabilities in the academic year 96-97. For this purpose, 30 subjects were selected by purposive sampling method and then divided into 3 groups (control group, traditional games experimental group and computer games experimental group). Research tools were the revised Wexler children's intelligence test WISC-R (1949) and the KeyMath mathematical test (1976) for initial screening and the Cornell X Critical Thinking Questionnaire (1985) for the main review. Data analysis was performed using MANOVA and SPSS-24 software. Results: Based on the results, both traditional Iranian and computer games were effective in improving students' critical thinking. It is one of the traditional Iranian games (p <0.01). Conclusion: Based on the findings of the study, it was observed that the strategic computer game was very attractive to the participants and this could be one of the reasons for the success of this program. Manuscript profile
      • Open Access Article

        18 - The Effects of Computer Games on the Mental Health of High School Students in Gorgan City
        Taraneh Enayati Kolsoom Bayyenat
        The present study aims to investigate the effect of computer games on the mental health of the high school students. This study was ex post facto. The statistical population included all high school students in Gorgan. Using Cochran formula, the sample was estimated 456 More
        The present study aims to investigate the effect of computer games on the mental health of the high school students. This study was ex post facto. The statistical population included all high school students in Gorgan. Using Cochran formula, the sample was estimated 456 individuals. To select the sample, first, some schools were randomly selected as a cluster among the four districts of the secondary schools in Gorgan using cluster sampling and then the needed sample was randomly selected according to the population of any school (based on the students' gender and population). Data collection tools were the Standard General Health questionnaire GHQ28 in four dimensions of somatic symptoms, anxiety and insomnia, depression level, and social dysfunction. The data was analyzed using descriptive and inferential statistics including independent t-test and one way ANOVA. The obtained results showed that computer games affect the students' somatic symptoms, but they don't affect the students' anxiety and insomnia, depression level, social dysfunction and in general, their mental health. Furthermore, in comparing the demographic variables, there was a significant difference between the female and male students with regard to their somatic symptoms, anxiety and insomnia, and mental health (overall); however, no significant difference was found based on their educational level. Manuscript profile
      • Open Access Article

        19 - The Role of Dimension Computer Game on Motivation Achievement and Mathematical Achievement in Relation to Students’ Background Knowledge of English and Mathematics
        Bahram Saleh Sedghpour Fatemeh Gholamrezaei
        This paper aims to investigate the role of dimension computer game in students’ achievement motivation as well as their mathematics achievement in relation to their background knowledge of English and mathematics. This study was a kind of quasi experimental resear More
        This paper aims to investigate the role of dimension computer game in students’ achievement motivation as well as their mathematics achievement in relation to their background knowledge of English and mathematics. This study was a kind of quasi experimental research with pre-test and post-test with a control group. The statistical population included boy students in grade two of secondary school in Tehran city. Through cluster random sampling method, 87 have been selected and divided into two control and test groups. The research tools were researcher-made English test, mathematics test and mathematics achievement motivation questionnaire. The statistical method was block multiple variance analysis. The research results indicated that the computer game based method (dimension game for teaching equation and coordinate axes) with media of English and mathematics background knowledge can increase academic achievement. English background had no influence on the effect of dimension computer game on tendency motive. Computer game with medium of mathematics background knowledge can increase tendency motive. English background did not have any influence on the effect of dimension computer game on preventive motive either. Computer game with the medium of mathematics background knowledge, too, can increase preventive motive. Computer game based method with media of English and mathematics background knowledge can result in positive attitude towards mathematics. Therefore, we can conclude that emphasis on English and mathematics background knowledge as well as using educational computer games can lead to students’ academic achievement and mathematics achievement motivation. Manuscript profile
      • Open Access Article

        20 - The Effect of Action and Strategic Computer Games on Selective Reaction Time and Impulsive Response in School Pupils
        Ahmad Jadidian Hassan Pasha Sharifi
        The present study was conducted to examine the effect of action and strategic computer games on visual and audio selective reaction times and impulsive responses in school pupils. The research method was causal-comparative. The statistical population included all 13-18- More
        The present study was conducted to examine the effect of action and strategic computer games on visual and audio selective reaction times and impulsive responses in school pupils. The research method was causal-comparative. The statistical population included all 13-18-year-old boy school pupils in Hamedan. The sampling method was non-random voluntary and purposeful sampling to match the procedure into groups. Two test groups (action computer games and strategic computer games) were matched in a targeted manner with a control group that lacked any experience of computer games. The selective reaction time and impulsive responses of subjects were measured by advanced reaction time software. The data were analyzed by MANOVA and ANOVA. The results revealed that both reaction times in test groups were faster than in control group. The two reaction times in action games group were faster than in strategic games group, and the impulsive responses in computer games groups (test groups) were fewer than in control group.  Manuscript profile
      • Open Access Article

        21 - The Effects of Non-Native Computer Games on Students' Identity
        Vahid Fallah Ghahreman Mahmoudi Shahin Kazemi
        The purpose of this study was to investigate the effects of non-native computer games on students’ identities with respect to national, religious, family, gender and personal components. It was a descriptive-survey research. The statistical population consisted of More
        The purpose of this study was to investigate the effects of non-native computer games on students’ identities with respect to national, religious, family, gender and personal components. It was a descriptive-survey research. The statistical population consisted of both male and female of 29757 middle school students from Mazandaran, among which 487 subjects were selected based on Cochran formula using multi-stage cluster sampling method. Library and field methods were used to collect research data as well as researcher-made questionnaire tool. The face and content-related validity of the questionnaire was verified by experts. One sample t test, binominal test, independent t test and one-way variance analysis (ANOVA) were used to analyze the data. Accordingly, the reliability of Chronbach's Alpha coefficient was 0.91. The results indicated that the computer games have significant influence on national, religious, family and gender identities of students. It had no effect on personal identity. There was a significant difference between males and females in religious, family, gender and personal identity variables. Male students were more affected than females. However, the grade and the field of study showed no meaningful difference between them. In general, the results indicated that frequent, improper use of non-native computer games has a debilitating effect on middle school students’ identity. Manuscript profile
      • Open Access Article

        22 - The Effect of Educational Computer Games on Primary School Students Achievement and Creativity
        Kamian Khazaei Nooshin Jalilian
        This study was conducted to evaluate the effectiveness of educational computer games on primary school students' creativity and achievement. It enjoyed applied objectives and quasi- experimental method. The statistical population was 280 female students of the first gra More
        This study was conducted to evaluate the effectiveness of educational computer games on primary school students' creativity and achievement. It enjoyed applied objectives and quasi- experimental method. The statistical population was 280 female students of the first grade of Shahed primary school in 2012-13 academic year. 50 subjects were selected through simple random sampling method. The experimental group was exposed to Misha and Kosha educational computer games while the conventional teaching method was implemented to the control group. The measuring tools were Torrance tests of visual creativity and school mathematics achievement test. The ANCOVA was used to analyze the data. Results revealed that the experimental group had significantly higher scores for academic achievement and creativity than the control group. Among the components of creativity (flexibility, originality, elaboration, and fluency), the experimental group had significantly higher scores in the fluency and flexibility components than the control group. Manuscript profile
      • Open Access Article

        23 - The Relationship between the Amount of Playing Computer Games and Students’ Mental Health and Academic Performance
        Saeid Saffarian Hamedani Mahbubeh Abdollahi Hossein Daeizade Yaghoob Bayat
        The aim of this study was to investigate the relationship between playing computer games and students’ mental health and academic performance. Regarding the purpose, the research was applied, and the method of performing was descriptive and correlational. The stat More
        The aim of this study was to investigate the relationship between playing computer games and students’ mental health and academic performance. Regarding the purpose, the research was applied, and the method of performing was descriptive and correlational. The statistical society included 1576 boy secondary school students in Galikesh town, Golestan province in academic year 2011-2012. Using Krejcie and Morgan table, 310 people were selected as the sample via stratified random sampling with respect to base distribution. The data has been collected via two questionnaires: SCL-25 public health questionnaire with reliability of 0.88 and standardized questionnaire (to gather information about the amount and type of computer games) with reliability of 0.826. To analyze the data, Chi-Square test, t-test and Pearson correlation coefficient were used. The results revealed that there was a significant relationship between computer games and students’ mental health. There was also significant relationship between computer games and students’ academic performance. There was no meaningful difference between the types of computer games (simple/violent) and mental health. Students’ academic performance had meaningful relationship with the type of computer games. It is, therefore, imperative that parents should be more careful about the amount and the type of computer games that children play. Manuscript profile
      • Open Access Article

        24 - The Relationship between the Use of Computer Games and the Educational Status of Female High School Students in Babol
        Mirsaeid Hosseini Shirvani Samaneh Hajikhanian Sara Hajikhanian
        The present study aimed at investigating the relationship between the use of computer games and educational status of female high school students in Babol. The study adopted a correlation- descriptive approach as its methodology. The population of the study consisted of More
        The present study aimed at investigating the relationship between the use of computer games and educational status of female high school students in Babol. The study adopted a correlation- descriptive approach as its methodology. The population of the study consisted of 7542 female students at secondary level in Babol in the academic year of 2013-2014. Based on Krejcie and Morgan table, 364 persons were chosen as the sample through cluster random sampling. The data gathering tool was two researcher-made questionnaires of computer games and educational status including 25 closed-answer questions in 5-point Likert scale, the content and face validity of which were confirmed by experts and specialists in the field of educational technology and psychology. The reliability was estimated as 0.828 by Chronbach's alpha coefficient. Data were analyzed at two levels of descriptive statistics including tables and diagrams, mean and standard deviation and inferential statistics using Kolmogorov-Smirnov test, parametric tests, one sample t-test and Pearson coefficient of correlation test. The results showed that most of the female high school students in Babol used computer games. Also, the findings showed that there was a strong relationship between computer games with educational failure and motivation, and there was a weak relationship between computer games and female high school students’ learning in Babol. Manuscript profile
      • Open Access Article

        25 - On the Impact of Dalan-E-Sabz Computer Game-Aided Instruction in Recall Increase of Chemistry Concepts of First Year High School
        Farmand Farzin Maryam Sabbaghan
        The problem of forgetting course subjects during the long Norouz holiday and summer vacation in Iran sits among one of the main teachers’ concerns. This article aimed at investigating the impact of a researcher-made game called Dalan-e-Sabz to recall basic chemist More
        The problem of forgetting course subjects during the long Norouz holiday and summer vacation in Iran sits among one of the main teachers’ concerns. This article aimed at investigating the impact of a researcher-made game called Dalan-e-Sabz to recall basic chemistry concepts. The present applied study aimed at investigating the impact of Dalan-e-Sabz game to help recall basic chemistry concepts among the first year high school students in 2014. In this study, the experimental and control groups designed by removing a covariate effect were used. In fact, covariate scores were the same measured pretest scores before applying any treatment on learners. The samples in the study were three groups of 30 people (90 people) from a high school for boys in Koohrang City. Due to the long research process and reducing the subjects’ failure to zero, a convenience sampling was used. The data analysis was performed by SPSS with covariance (ANCOVA) analysis. Research findings revealed that Dalan-e-Sabz game and none-concept chemistry game, considering the covariate variable, showed to be significantly different. What can be concluded from the study is that this game had an important role in recalling the course subject, so it can be used for improving the learners’ free time. Manuscript profile
      • Open Access Article

        26 - The effect of online multi-user educational computer games on active memory and innovative performance of dyslexic students
        Mahshid Tajrobrh Kar Niloofat Gholamipour
        In terms of purpose, this research is applied and is classified as a semi-experimental and pre-test-post-test type of research with a control group. The statistical population included all dyslexic students in the fourth grade of Kerman city in the academic year 2021-20 More
        In terms of purpose, this research is applied and is classified as a semi-experimental and pre-test-post-test type of research with a control group. The statistical population included all dyslexic students in the fourth grade of Kerman city in the academic year 2021-2022. 50 students were randomly selected and randomly divided into two groups of 25, experimental and control. The data measurement tool was the active memory capacity questionnaire and the innovation-based performance questionnaire, which were completed by the subjects before and after the intervention. After data collection, data analysis was done using spss25 software and analysis of covariance. The results showed that in the subscales of working memory, the average of the measurement variable (53.6000) in the post-test of the experimental group was reported as the highest average. Also, in the post-test of the experimental group, the highest mean for processing (52.6800), creativity and innovation (21.6400) and use of new opportunities (21.0800) were reported, respectively, which shows an increase in the mean of the post-test of the experimental group. To pre-test this group. In general, online multi-user educational computer games have a significant effect on active memory and innovative performance of dyslexic fourth grade elementary students (p≤0.05). Manuscript profile
      • Open Access Article

        27 - The Effect of Using Computer Games on Students Behavioral Aspects
        Hossein Mahdian Hossein Momeni Mahmouei Hamid Rafiee Poor
        The aim of the study was to investigate the effect of using computer games on behavioral aspects of third-grade male primary students in Kashmar City. The method was causative-comparative. Via a multiple-stage cluster sampling, a sample of 250 students was selected, amo More
        The aim of the study was to investigate the effect of using computer games on behavioral aspects of third-grade male primary students in Kashmar City. The method was causative-comparative. Via a multiple-stage cluster sampling, a sample of 250 students was selected, among whom two groups of 30 people were sifted. One group consisted of the first 30 participants who had the most amount of using computer games and the second group, the control group, consisted of 30 participants with the least or no computer games. The Seattle personality questionnaire (SPQ), that measures the personality aspects of children at school age (at the age of starting to go to school) was used for data gathering. To analyze the data, independent t test was used. The results showed that the students who used computer games had more percentage of depression, psychopathy, physical disorder and loneliness at school. The results indicated a sharp difference between these groups, so that using computer games has significant influences on the increase of depression, psychopathy, physical disorder and loneliness. Manuscript profile
      • Open Access Article

        28 - The Effect of Computer Games on Emotional Intelligence of High School Students
        Mohammad Salehi
        The purpose of this study was to investigate the effect of computer games on emotional intelligence of high school female students. This research is in terms of applied and descriptive method of field research. The statistical population consisted of all female high sch More
        The purpose of this study was to investigate the effect of computer games on emotional intelligence of high school female students. This research is in terms of applied and descriptive method of field research. The statistical population consisted of all female high school students in a district of Sari, a city of 5030 people. Based on the Kerjesian and Morgan tables, 357 students were selected by stratified random sampling based on educational bases. The data collection The computer games questionnaire with 15 questions, the Bradbury Emotional Intelligence Questionnaire and Jane Graves (2005) have been used in four components (self-awareness, self-management, social awareness, and communication management) with 28 questions. The formal and content validity of the tools has been confirmed by the experts And their reliability by using Cronbach's alpha coefficient test for the game's questionnaire 0.75 and emotional intelligence questionnaire was 0.87. For analysis of data, one-variable regression analysis was used. Results showed that: computer games on the reduction of emotional intelligence and its components ( Self-awareness, self-management, social awareness and communication management) has a significant effect. Manuscript profile
      • Open Access Article

        29 - Computer Games Addiction, Emotional and Social Anxiety with Adolescent Academic Performance: the moderating role Self-Control
        Mahbobeh Mansouri Hadi Farhadi
        The purpose of this study was to investigate the relationship between addiction to computer games, emotional and social anxiety with academic performance: the role of self-control moderation in adolescents. The research design was a descriptive-correlational study. The More
        The purpose of this study was to investigate the relationship between addiction to computer games, emotional and social anxiety with academic performance: the role of self-control moderation in adolescents. The research design was a descriptive-correlational study. The statistical population of the study consisted of 200 students (99 boys and 101 girls) from 5th district students of Isfahan who were selected by available sampling method. The data collection tools consisted of Self-control questionnaire Tangjini et al. (2004), Emotionality Marvin Zuckerman (1978), social anxiety of adolescents in Paklak (2004), Pham and Taylor educational performance questionnaire (1999), addiction to Farhadi's computer games (2016), and researcher-made questionnaire Demographics were used as research tools. The collected data from the questionnaire were analyzed by least squares method in structural equations using SPSS-22 and Smart_PLS-3 software. The results of path analysis indicated that self-control has been able to modify the relationship between computer addiction and academic performance, and the amount of moderating effect is up to 239/0, that is, self-control in the relationship between computer addiction to computer games And educational performance play a moderating role (P <0.05), while it has not been able to modify the relationship between social anxiety and academic performance and the relationship between emotional and academic performance. Manuscript profile
      • Open Access Article

        30 - An Analysis of Computer Games’ Role in Improving U.S. Soft Power
        farhad badiee hossein harsij
        Abstract: The world of video games is very interesting and attractive which could fascinate millions of people throughout the world and their audiences are increasing daily. Nevertheless there is a fundamental question that "what is the main objective behind producing More
        Abstract: The world of video games is very interesting and attractive which could fascinate millions of people throughout the world and their audiences are increasing daily. Nevertheless there is a fundamental question that "what is the main objective behind producing these games?" Whether the production of these games is only for entertainment or there are other goals behind them. The background location, story and characterization of some of these games are such that some sharp-sighted players feel doubtful whether the goal of producer of these games is just entertainment. The present article wants to answer the above question and it examines these games in two parts. First part is about battles in Islamic countries, the games which their story happens in Islamic countries. The second part is about future games, the games that are related to wars which happen in the near future. The methodology used in the paper is descriptive-analytical. The finding of the paper shows that these games help improve the soft power of the United States and could influence the audiences and change their way of thinking. Moreover, these games prepare the ground for implementation of the Western countries policies especially the United States one and try to legitimize those policies. Manuscript profile
      • Open Access Article

        31 - Representation of economic components of Iranian-Islamic lifestyle in domestic computer game
        Mohammad Reza Alizadeh Alireza Esmaeili Shahrzad Bazrafshan Mohsen Noghani
        With the advancement of technology, families' lifestyle has changed, and computer games have found a special place among families. Since the 1960s, with the advent of computer games, lifestyle change has been a hidden and visible goal established in many computer games. More
        With the advancement of technology, families' lifestyle has changed, and computer games have found a special place among families. Since the 1960s, with the advent of computer games, lifestyle change has been a hidden and visible goal established in many computer games.Some foreign computer games are produced to change lifestyles, change religious values and beliefs, and transform children's attitudes and viewpoints. And since children and adolescents are the future makers of society and computer games' influence on them is evident, it is essential to pay attention to this matter.With proper planning and goal setting, it is possible to promote life skills and Iranian and Islamic lifestyle principles in computer games, provided that the officials and those in charge also have the necessary support for domestic game makers.This study aims to analyze the representation of economic components of the Iranian-Islamic lifestyle in domestic computer games by examining the relevant components in five different computer games.This paper's research method is a qualitative method based on semiotics of economic components of the Iranian-Islamic lifestyle in domestic computer games.The results of this research, which are presented in numerous tables, show that the local computer game industry's high capability to introduce and promote the principles, values, and principles of the Iranian-Islamic lifestyle has not been used appropriately. Manuscript profile
      • Open Access Article

        32 - ترجمه و بومی سازی: بررسی بومی سازی بازی های کامپیوتری در نسخه های ترجمه فارسی
        Neda Fatehi Rad Azar Bagheri Masoudzade
        پژوهش حاضر به بررسی بومی سازی بازی های رایانه ای در نسخه های ترجمه فارسی پرداخته و همچنین استراتژی های به کار رفته توسط مترجمان ایرانی در بومی سازی بازی های رایانه ای را بررسی کرده است و همچنین ، کاستی های ترجمه را با توجه به بومی سازی نشان داده است. این تحقیق پنج بازی More
        پژوهش حاضر به بررسی بومی سازی بازی های رایانه ای در نسخه های ترجمه فارسی پرداخته و همچنین استراتژی های به کار رفته توسط مترجمان ایرانی در بومی سازی بازی های رایانه ای را بررسی کرده است و همچنین ، کاستی های ترجمه را با توجه به بومی سازی نشان داده است. این تحقیق پنج بازی کامپیوتری را مورد بررسی قرار داده است و داده های این پروژه بر اساس مدل Tomaszkiewicz جمع آوری و بررسی شدند.  سپس داده ها توسط محقق جمع آوری شدند و با استفاده از نرم افزار اس پی اس اس پردازش شدند. داده های توصیفی شامل فراوانی، درصد، و میانگین بودند که توسط جداول و نمودارهای مربوطه نشان داده شده اند و سپس نمودار ها و جداول بطورکامل توسط محقق تفسیر و گزارش شده اند.  نتایج این تحقیق نشان داد که تفاوت بسیار برجسته ای بین فراوانی استراتژی ها وجود داشت. بعبارت دیگر، استراتژی ترجمه تحت الفظی بیشترین درصد فراوانی را به خود اختصاص داده است در حالیکه کمترین درصد فراوانی مربوط به استراتژی های "حذف" و "قرض گرفتن" بوده اند. با این وجود از استراتژی "جایگزین کردن اصطلاح فرهنگی با اصطلاح" اجتناب شده است از آنجایی که نمی تواند یک ترجمه طبیعی و قابل قبول را ارائه دهد. Manuscript profile
      • Open Access Article

        33 - Examining the role of social components of group online computer games in the life of teenagers: a qualitative study
        Saeed Banaie zadeh Askar Atash Afrouz Gholamhossein Maktabi morteza Omidian
        The present study was conducted with the aim of identifying and investigating the social components of group online computer games in the lives of teenagers.Considering the effect of modern online computer games on the components of people's social life, it is necessary More
        The present study was conducted with the aim of identifying and investigating the social components of group online computer games in the lives of teenagers.Considering the effect of modern online computer games on the components of people's social life, it is necessary to design a qualitative study to understand the mental world of the audience and those interested in these games, the social effects of this type of games from the perspective of gamers who are often in their teens. and they are young, and their experiences, opinions, and demands were taken into consideration so that we can better investigate the various aspects and effects of these advanced computer games. The important point is that new media and tools (virtual space, computer games) have created a culture that has influenced the culture of the general public, especially teenagers and young people. Therefore, despite the ever-increasing spread of these media, tools, software and hardware, etc., which has been associated with significant popularity and acceptance, the current research aims to identify and examine the components of The social impact of group online computer games in the life of teenagers. The method of this research was qualitative and by step-by-step thematic analysis of Brown and Clark. Non-probability and purposeful sampling and data collection was done through interviews. For this purpose, semi-structured interviews were conducted with 12 teenagers playing computer games online. Purposive sampling was used until theoretical data saturation was reached. Data analysis resulted in 54 primary codes, 8 basic themes, 2 organizing themes including "positive and constructive social components" and "negative and destructive social components" and an overarching theme titled "social components of group online computer games". The results showed that various factors may be involved in social communication around modern online computer games, which have an effect on the social life of teenagers who make up the majority of gamers of these games. Identifying and examining these components can significantly help in designing and modifying cultural and educational programs as well as effective communication between people who are in contact with teenagers in any way. Manuscript profile