Majid Fouladiyan; Mahdiye Aziminia; Zeinab Fayaz Parsa
Abstract
Romantic love, a modern product of the Western world, has gradually entered Iran and is known as a major concern among students and the younger generation today. One of the most influential factors influencing the importance of love between today's young generation is the type of animation broadcast ...
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Romantic love, a modern product of the Western world, has gradually entered Iran and is known as a major concern among students and the younger generation today. One of the most influential factors influencing the importance of love between today's young generation is the type of animation broadcast during their childhood. Animations are one of the most effective programs for shaping the best interests, values and patterns in children's minds and throughout their lives. Therefore, the purpose of this article is to represent the concept of love in the favorite animations of Ferdowsi University undergraduate students; Thus, a questionnaire was given to select the animators and after reviewing the two animations, Babalang Daraz and Cinderella were identified as the favorite animations of the students. It was then analyzed using John Fisk's content analysis and semiotics approach. The important results of the research showed that the representation of love in these two animations has become the main focus of the story. Love is represented in two ways in one look and friendship and knowing each other to achieve the perfection of love, marriage. One of the most important issues raised in these two animations is the role of the boy's support and financial support for a girl at a lower social and economic level as the angel of salvation and liberation from the past problems and difficulties of life.
Alireza Dehghan; najibe mohebbi; mahya barekat
Abstract
Stickers, as a part of visual communications in the Viber Instant transmitting messages, have become much popular and are now used extensively. It seems expression of emotion through stickers is more convenient than writing for the users. Up to know, we couldn’t find considerable academic research ...
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Stickers, as a part of visual communications in the Viber Instant transmitting messages, have become much popular and are now used extensively. It seems expression of emotion through stickers is more convenient than writing for the users. Up to know, we couldn’t find considerable academic research in the popularity of using stickers and its social consequences in Persian language. The authors of the present paper, to understand the meaning of the stickers in general and the kind of personality they display in particular. Analyzed a sample of ten stickers widely used by the viper instant messaging network users in 1393(Solar calendar). Our findings indicate that the studied stickers promote consumptive life style and reproduce a kind of specular society which is was originally suggested by Guy De Bore in 1960’s. Based on an analysis of a sample of ten stickers repeatedly circulated among Viber instant messaging network a group of predominately white, young, and lavish people in situations like shopping and travelling are passing time. As we understood the most important message of these stickers is excessive enjoyment.
Hadi khaniki; Mahya Barekat
Abstract
This article aims to study the representation of cultural values in computer games.We conducted a semiotic analysis on three computer games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented cultural values in the content of the ...
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This article aims to study the representation of cultural values in computer games.We conducted a semiotic analysis on three computer games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented cultural values in the content of the computer games. With a qualitative approach, we used Roland Barthes’ semiotic method to analyze cultural codes and Philip Tagg’s method to study media signs. The results indicate that the computer games did not use certain game capacities such as interactivity and player-made narrations. In terms of cultural values, the findings show that there is a close relationship between ideological content of the games and the cultural ideologies of the game producing organizations.
Sadegh Rashidi; Zahra Sabournedjad
Abstract
The present paper aims to study the concept of celebritization after the Internet and examine the effects of new virtual media in changing the meaning of stardom. Studying a local case and considering the meaning of celebritization and superstars in a movie from different perspectives we tried to study ...
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The present paper aims to study the concept of celebritization after the Internet and examine the effects of new virtual media in changing the meaning of stardom. Studying a local case and considering the meaning of celebritization and superstars in a movie from different perspectives we tried to study the role of the Internet and virtual spaces in transforming the meaning of a cinema superstar. In a qualitative research we approached the study from a cultural studies perspective and used semiotics as the method. The results indicate that cinema celebrities have made a considerable change by directly interacting with the audiences. Also sharing personal photos by celebrities have made a considerable change in the way people perceive the meaning of stardom. Celebrity making which used to be a process in the hands of mass media is now affected by the actors themselves. In fact, post-internet stardom is the new meaning of stardom.