نوع مقاله : مقاله پژوهشی
عنوان مقاله English
نویسندگان English
Media is an environment in which symbolic human interaction plays a role. Media is more than technology. They are a symbolic environment or stage for the formation of cultural action. Some believe that because of the free and psychological atmosphere that games provide to players, like life, they themselves are the pioneers of media, experience and experimentation. From another angle, the players cannot be considered the leaders of the game, but they are defined by obeying the rules of the media. They must follow the rules of the game and constantly improve their skills. Computer games with two important characteristics of "immersion" and "interactivity" involve children and teenagers in deep levels of cognition and attitude. The management of the use of computer games about children and adolescents is mostly done by parents, others and teachers. Today, the media is considered as one of the main means of transferring and spreading cultural and social values in the behavior of teenagers and their change. In the current research, 8 main categories were obtained to provide executive instructions for parents in managing the consumption of computer games: 1. The method of choosing the appropriate game, 2. Paying attention to the age classification of games, 3. Paying attention to gender issues in the game, 4. Place. game, 5. game time, 6. alternative behaviors, 7. player companionship and 8. raising awareness. After that, 12 parents were interviewed, and based on that, appropriate behavior patterns were identified for managing the consumption of computer games.
کلیدواژهها English