نویسندگان
1 دانشجوی دکتری گروه روانشناسی، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران.
2 دانشیار گروه روانشناسی، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران.(نویسنده مسئول)
3 استادیار گروه روانشناسی، واحد علوم و تحقیقات، دانشگاه آزاد اسلامی، تهران، ایران.
چکیده
کلیدواژهها
عنوان مقاله [English]
نویسندگان [English]
Introduction: Digital games are a tool for transmitting culture based on interactionism that can be effective in modeling, setting and promoting criteria and rules. There is a concern that, given social psychology, digital games can create a norm in their audiences.
Method: This research is an analytical description. First, the norms of digital games are identified and then a qualitative analysis of the norms of digital games is performed. Coded questions are asked through interviews with individuals in two qualitative statistical communities. The first statistical population is 19 professional male players living in Tehran and the second population is 10 educated male individuals who have media literacy but are familiar with this game for the first time (professional and ordinary communities).
Results: The most important norms of the game "Call of Duty" from the perspective of social psychology are 4 items: 1- Conscientiousness, 2- The correct way of obeying the officer, 3- Achieving military order and technology, and 4- Heroism, which are the explicit and tangible norms of the game. "Call of Duty" is known by emphasizing the advanced combat version 2 - (2019).
Conclusion: In two statistical populations of 19 and 10 people, these norms were adapted to the players' point of view from a qualitative point of view. For most players, the above four criteria are understandable for them, but some of them believe that these criteria remain at the norm and They do not potentially become actual.
کلیدواژهها [English]