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      • Open Access Article

        1 - Identification of the Factors and Indicators of the Model of Quality Assessment of the Game Industry Services on the Cloud Platform
        Mohammad Taghi Taghavifard mohamadali abaspour
        n today's world, one of the most important media and entertainment sectors is the gaming industry. The number of users of this type of games is constantly increasing and Businesses in this industry have grown dramatically. This has led to a dollars million turnover boos More
        n today's world, one of the most important media and entertainment sectors is the gaming industry. The number of users of this type of games is constantly increasing and Businesses in this industry have grown dramatically. This has led to a dollars million turnover boost for developer companies of this kind of games. Therefore, the main aim of this study is to provide a model for measuring the quality of services on the cloud platform in the gaming industry. The present research is a developmental-applied objective and is a part of qualitative research. This research is also a survey research in terms of data gathering. In this study, 52 indicators were identified in 9 main dimensions after evaluating theoretical literature of the research and existing models and Delphi method for assessing the quality of the cloud computing services industry. The results of the research provide a comprehensive model for assessing the quality of cloud computing services industry services that can be used by industry and researchers. Manuscript profile
      • Open Access Article

        2 - Protecting Children against Inappropriate and Harmful Computer Games
        Mohammas Javad Arabian Seyedeh Parisa Mirabi Ali Zand
        The use of computer games among children is rapidly expanding and it has become an integral part of children's daily lives. These games, with their innovative potential, can provide motivation for therapy, enhance practical skills and facilitate teaching and learning co More
        The use of computer games among children is rapidly expanding and it has become an integral part of children's daily lives. These games, with their innovative potential, can provide motivation for therapy, enhance practical skills and facilitate teaching and learning concepts. In addition to the positive aspects, playing these games has negative effects and on the other hand, kids drowning in computer games will lead to earn profits and benefits by the companies that make these games. This study, with descriptive-analytical method using domestic laws and regulations and internationals treaties and other library resources; was carried out to examine the protection of the children's rights from harmful computer games by applying sociological theories; domestic law and international documents and has used descriptive, analytical method aimed to ensure the right to play, enjoy and entertain. The present study was conducted aimed to examine the benefits and disadvantages of computer games to express legal requirements and protections and protect users from harmful effects of these games. Manuscript profile
      • Open Access Article

        3 - legislative Criminal Policy in the Iranian Legal System on Child Rights Violations in the Field of Computer Games
        Mohammad khorshidi athar
        Background and Aim: Criminal protection of children against computer games following the fundamental transformation in the light of technological advances and the spread of computer games along with increasing the power of its impact on human thought and behavior is ine More
        Background and Aim: Criminal protection of children against computer games following the fundamental transformation in the light of technological advances and the spread of computer games along with increasing the power of its impact on human thought and behavior is inevitable. On the one hand, entertaining children due to their strong interest in computer games, and on the other hand, the wide range of such games with large investments to develop computer games in the age group of children In addition to the unhealthy and harmful effects on this vulnerable group has raised many concerns for thinkers. In this study, the criminal policies of the Iranian legal system regarding the violation of children's rights in the context of computer games compared with international documents and from a critical point of view has been evaluated and by perusing the strengths and weaknesses of related laws, the need for comprehensive rules to protect the rights of the child against harming of computer games has been emphasized by formulating an effective differential criminal policy. Method: The method of discussion in this research is descriptive-analytical and the method of data gathering is library. Results: In Iran's legal system, a review of the laws related to the current criminal policy regarding the violation of children's rights in the field of creating, publishing and distributing computer games reveals gaps and defects. Conclusion: By examining the situation of children and their rights against computer games and studying the negative and inappropriate effects of this universal and effective technology on children it is possible to achieve a comprehensive support program containing differential criminal policies against child victimization through the use of computer games. A differential approach to substantive criminal law in the field of child safety in relation to computer games is the role that the legislature can play in protecting children and to prevent the abuse of the rights of this vulnerable group. Manuscript profile
      • Open Access Article

        4 - Investigating the relationship between the use of (violent) computer games and the aggression of students of the first secondary school in Sisherd city.
        Mehdi  Bastam Kish Poya Niki
        In the contemporary world, the progress of science has not only affected the level of life and the space and environment where people live, but it has also changed the rules and regulations governing the communication and interaction between people and their attitude to More
        In the contemporary world, the progress of science has not only affected the level of life and the space and environment where people live, but it has also changed the rules and regulations governing the communication and interaction between people and their attitude towards themselves, others and the world. The current study is to investigate the aggression level of teenagers who use (violent) electronic and computer games. The current research community consists of male students of the first secondary school in Si-Sherd city. In this research, using simple random sampling, 80 male students of the first secondary school of Sisherd city were selected as a sample, and then the Eysnick aggression test and a self-made test about the use of computer games were given. They were contracted and asked to answer these questions with yes and no or choose the time they use computer games. Manuscript profile