A model analysis to evaluate the training quality of management abilities by CMS genre in digital games.
Case Study: training the systematic approach as a required ability of municipal management with Iranian – Islamic attitude by SIMCITY computer game.
M.
Jamshidi
Graduate of Masters in Executive Management, Management and Accounting Department, Faculty of Management, Alborz University of Science and Research, Karaj, Iran
author
P.
Makvandi
Assistant Professor in Management, Management and Accounting Department, Faculty of Management, Alborz University of Science and Research, Karaj, Iran
author
text
article
2018
per
DGBL or digital games based learning is not only in global level research but it also is a research subject in country level. This research is analyzing a model which evaluate the training quality of management abilities through simulation managing and constructing or CMS games by considering this concept. This research domain can be so expanded; therefore, only training the municipal management ability with Iranian – Islamic attitude with Sim City computer game has been considered as a case study. The present research approach is quantitative, and quasi-experimental test has been applied to two test groups as treatment, and control groups by pre- test and post-test. The statistical population of the research were industrial management students in Islamic Azad University of Karaj (there were some limitations in this research, so, only this statistical population could be reached to implement the test). Standard systematic approach questionnaire has been used to evaluate students’ scores, and analyzing covariance test has been implemented by SPSS software. The results show that the game was positively effective in learning. Moreover, students who learned the systematic approach by Sim city game earned higher scores than those who were trained traditionally, as a result, the initial theory of this research has been confirmed.
Journal of Iranian Cultural Research
Iranian Institute for Social & Cultural Research
2008-1847
11
v.
1
no.
2018
1
32
http://www.jicr.ir/article_355_0ac76517b0bec05e40efff9734d0570a.pdf
dx.doi.org/10.22631/jicr.2018.1672.2319
Investigating the Effects of Game Satisfaction on the Effectiveness of Ads within Digital Games Between Master Students of Management, Faculty of Allameh Tabataba'i University
Z.
Dehdashti Shahrokh
Associate Professor of Marketing Management, Faculty of Management and Accounting, Allameh Tabatabaei University, Tehran, Iran
author
M.
Bashirpour
M.A. Student in Marketing Management, Faculty of Management and Accounting, Allameh Tabatabaei University, Tehran, Iran
author
text
article
2018
per
In game advertising is one of the best methods for effective advertising. One of the factors that affects the effectiveness of digital advertising is satisfaction of games. In this study, our purpose was investigating the factors affecting customer satisfaction and the effect of satisfaction on the effectiveness of advertising, 5 factors we identified that impact on customer satisfaction, which included game content, ease of use, game price, graphical design of the game, and game-producer services. To examine the impact of these factors, a sample of 242 undergraduate students at management and accounting faculty of Allameh Tabataba’i University. These individuals were selected were playing daily at least 1 hour of digital game. A questionnaire was used to collect information and the data were analyzed using structural equation and confirmatory factor analysis. Based on the results of statistical analysis, the effect of all factors was confirmed and all the factors influencing satisfaction were ranked based on the statistical results. According to this rating, ease of play, the most important and services of the game-producer, had the least importance on the satisfaction of the customer, the main hypothesis of the research was that the effect of customer satisfaction with the game on effectiveness of advertising was confirmed.
Journal of Iranian Cultural Research
Iranian Institute for Social & Cultural Research
2008-1847
11
v.
1
no.
2018
33
53
http://www.jicr.ir/article_356_edeb0edde8825b5d84affa6313c7c7ee.pdf
dx.doi.org/10.22631/jicr.2018.1801.2410
Investigating the Affecting Factors on Mobile Games Purchase Intention: An Expectation-Confirmation Model (ECM)
H.
Nasiri
Ph.D. Student inTechnology Management, Department of Industrial Management, Faculty of Management & Accounting, Allameh Tabataba'i University, Tehran, Iran
author
K.
Bakhshizadeh Borj
Assistant Professor in Marketing Management, Department of Business Management, Faculty of Management & Accounting, Allameh Tabataba'i University, Tehran, Iran
author
M.S.
Torkestani
Assistant Professor in Marketing Management, Department of Business Management, Faculty of Management & Accounting, Allameh Tabataba'i University, Tehran, Iran
author
text
article
2018
per
As a proper example of cultural technologies, digital games have been under a vast range of studies. In addition, the daily growth in the market and production of games have turned them into a huge industry. In the meantime, Mobile platform gained the largest amount of the growth in revenue. As there is an extending revenue in Mobile platform, it is important to understand game audiences' preferences & tastes for developing mobile games into an even bigger industry. Therefore, in this article, the technology-based Expectation-Confirmation Model (ECM) is developed to investigate the affecting factors on mobile games' purchase intention. The model explains when gamers face an in-app purchase, free to play mobile game, they try to compare their perceptions with their expectations and when the confirmation of the expectations happens, a mix of values including monetary, performance, emotional, social, and innovation values will be perceived, which they lead to satisfaction and purchase intention. In addition, this study has investigated the effects of habit, trust, free alternatives, and online reviews on purchase intention. For this purpose, an online survey has been implemented for the players of "Clash of Clans" and a sample size of 766 people made it possible to test the hypotheses in both 95 and 99 confidence levels. The results show that perceived value for money, emotional perceived value, trust, and habit have a positive effect on purchase intention of mobile games. On the contrary, no relations have been identified between satisfaction, free alternatives, and online reviews with PI.
Journal of Iranian Cultural Research
Iranian Institute for Social & Cultural Research
2008-1847
11
v.
1
no.
2018
55
83
http://www.jicr.ir/article_358_131fb3510c7acd1ff23f5eeb6eecbd2b.pdf
dx.doi.org/10.22631/jicr.2018.1660.2306
Individualism in Mobile Games; A Semiotic Analysis
H.
Aakbari
Assistant Professor in Social Sciences, Faculty of Literature and Humanities, Ferdowsi University of Mashhad, Mashhad, Iran
author
A.
Majdi
Assistant Professor, Social Sciences, Faculty of Literature and Humanities, Ferdowsi University of Mashhad, Mashhad, Iran
author
M
Heydari
MSc in Social Sciences, Faculty of Literature and Humanities, Ferdowsi University of Mashhad, Mashhad, Iran
author
text
article
2018
per
Seeking to expand communication technologies, new diversified architecture of the process of transferring meaning is evolving media in the world. One of these methods, conveying the fabric in virtual games. Virtual games as a text, concepts to transmit users. One of the implications of the media in the field of work on it has been less, individualism. The notions that in terms of sociological significance is also due to sign method cognitive Barrett, mobile phone Games were investigated. Five codes on the basis of the five Barrett, four five codes concept of cultural field as individualism, summing up the findings provided urban space, alone, relying on the individual capabilities, human challenge with human.
Journal of Iranian Cultural Research
Iranian Institute for Social & Cultural Research
2008-1847
11
v.
1
no.
2018
85
119
http://www.jicr.ir/article_360_ff21ed2dd6f79517fee3288b3e78b50b.pdf
dx.doi.org/10.22631/jicr.2018.1750.2375
Identifying the Challenges of Implementation of Gamification in Organizational Instruction
M.
Vahidi Asl
Assistant Professor in Software Engineering, Software and Information Systems Department, Shahid Beheshti University Faculty of Engineering and Computer Science, Tehran, Iran
author
F.
Aghazadehpar
Graduate Student in Enterprise Architecture, Department of Information Technology, Faculty of Engineering and Computer Science, Shahid Beheshti University, Tehran, Iran
author
P.
Alikhani
Ph.D. Student in Information Technology in Higher Education, Department of Higher Education, Faculty of Educational Sciences, Shahid Beheshti University, Tehran, Iran
author
text
article
2018
per
Reduction in motivation and level of engagement in educational courses is one of the most important challenges for every organization. In order to address this issue, various methods have been proposed to improve organizational instruction, including the adoption of gamification to motivate employees to participate actively both in courses and in general to improve education efficiency. The present study, while considering the effectiveness of the popular approach of gamification, has also addressed the challenges of its implementation. These challenges have been extracted based on the experiences of the experts in the field of education and gamification. To this end, a qualitative research using phenomenological method was adopted. Data collected from one-on-one interviews were analyzed and coded according to Strauss and Corbin's three-stage coding procedure. The findings suggested that in addition to the organization's challenges for the adoption of gamification, there are also challenges for gamification’s entry into the organization. A total of 13 challenges were identified and put into the two mentioned categories. Therefore, it is expected that by identifying these challenges and attempting to reduce them before taking any action, the gamification approach can be useful in increasing the effectiveness of education courses in an organization.
Journal of Iranian Cultural Research
Iranian Institute for Social & Cultural Research
2008-1847
11
v.
1
no.
2018
121
149
http://www.jicr.ir/article_361_cf3e95f4f0e7233bcc4945366259eb7d.pdf
dx.doi.org/10.22631/jicr.2018.1832.2433
Improving Cultural Education Through Computer Games with an Emphasis on Gamification
F.
Azizabadi Farahani
Assistant Professor of Cultural Management, Faculty of Management and Economics, Science and Research Branch of the Islamic Azad University (SRBIAU),Tehran, Iran
author
M.
Bitaraf
PhD Student of Cultural Management, Faculty of Management and Economics, Science and Research Branch of the Islamic Azad University (SRBIAU),Tehran, Iran
author
B.
Behrouz Minaei-Bidgoli
Associate Professor of Artificial Intelligence, School of Computer Engineering, Iran University of Science and Technology, Tehran, Iran
author
text
article
2018
per
Regardless to pathologic point of view, this paper attempts to investigate methods, in order to develop cultural educations through computer games by insisting on “Gamification”. This method therefore uses gaming style in environments irrelevant to computer games, which is one of the most recent methods used by giant companies. Among “Learning Theory”, “Observatory learning theory of Bandura” and from “Game Theory”, “Garnie's Theory and Clare's Motivational Model” selected as the principal theories. Hence, a survey is provided in five main sections that are, personal specifications, the importance of computer-games’ elements in teaching and learning, the amount of intercommunication between games’ elements and importance of interventional elements presented to this area’s experts to respond, such as producers, technical experts and pundits. New findings report that in cultural educations the most important parameters between games’ elements are “Game-play and directing the procedure of the game”, and in analyzing the intercommunication between games’ and learning elements, the hugest amount of correlation belongs to the element of “the possibility of playing in a group” and “ competition motivation”. It also suggests that for producing computer games including cultural materials, concerning about which element will lead to more effects on users. Suggesting applicable ideas to cultural directors of a country, suggesting a Persian expression for this purpose and presenting the amount of intercommunication between games’ elements and learning-teaching elements is the outcome of an innovation from this research.
Journal of Iranian Cultural Research
Iranian Institute for Social & Cultural Research
2008-1847
11
v.
1
no.
2018
151
182
http://www.jicr.ir/article_359_c4e9e9c1f0b14174393755917868ddfd.pdf
dx.doi.org/10.22631/jicr.2018.824.1707
The Meta-synthesis of Political and War Digital Games Studies
A.
Nasrollahi
. Assistant Professor of Communications, Islamic Azad University Central Tehran Branch, Tehran, Iran.
author
M.
Mehrabi
Post-Doctoral Researcher, Department of Communication and Cultural Studies, Faculty of Social Sciences, University of Tehran, Tehran, Iran
author
F.
Sharifi
Ph.D Candidate of Communications, Faculty of Management and Human Sciences, Islamic Azad University North Tehran Branch, Tehran, Iran
author
text
article
2018
per
After September 11th incident, most of digital game developers commenced developing a variety of games with war theme. These games were inducing U.S. diplomatic and western attitudes toward players. Most of these games are about war and they include attractive designs and interactive features to immerse players; however, these games are transmitting political and ideological attitudes. The sales amount and audience of these games increased gradually in global scale which led to popularity among gamers in the past two decades. This paper is a qualitative analysis with meta-synthesis research method. In this method, after searching, we select 22 related papers among dimestic and international qualitative research in political and war digital games field. The criteria of classification in our research is based on opinion holders that the findings are coded in each class. Theoretical framework of this paper includes Cultural Imperialism and Orientalism approaches. The results of this research confirm that digital games, specifically action and first-person shooting genres with war theme are like enormous powerful media and diplomatic tools in the hands of game companies which are utilized to transmit their political messages to domestic and international players (audience), in order to orient their political, ideological and cultural attitudes, reproduce race, ethnic and religious stereotypes, and perpetuate inverse representation of East.
Journal of Iranian Cultural Research
Iranian Institute for Social & Cultural Research
2008-1847
11
v.
1
no.
2018
183
207
http://www.jicr.ir/article_362_63801fa1b365ce4e0f1bfced7e3e5777.pdf
dx.doi.org/10.22631/jicr.2018.1716.2347