Afshar Kabiri; musa saadati; Elnaz Ghasemi
Abstract
The present study was conducted with the aim of the role of virtual networks in explaining the political awareness of the students of the University of Orum in Urmia. The research method used was survey and the statistical population consisted of all students of Islamic Azad University is Urmia of which ...
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The present study was conducted with the aim of the role of virtual networks in explaining the political awareness of the students of the University of Orum in Urmia. The research method used was survey and the statistical population consisted of all students of Islamic Azad University is Urmia of which 380 students as sample using Cochran formula stratified random sampling method were selected. Data were collected in the survey questionnaire. Also, for data analysis, SPSS software was used. The results show that the average political knowledge to separate virtual networks to consume content is significantly different, so that students from religious news content and virtual networks are more aware than other groups. Also, the linear relationship between the amount of sustainability in consumption and the level of political awareness of students was confirmed and the type of relationship is also positive and direct. The correlation between the variables of the use of virtual networks and the awareness of political factions and election laws and national divisions has been positive and significant. The results of regression analysis showed that the variables in the regression model, could explain 14 percent of variance of political consciousness.
Batool Gorgin; Ahmad Bagheri
Abstract
Title:Media of Cyberspace and family privacy from the perspective of lawAhmad Bagheri(Faculty member, University of Tehran) Batool Gorgin(Doctor of Jurisprudence and Law) Abstract:AbstractThe present study investigates crimes against family rights in modern cyber media. Crimes against family rights in ...
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Title:Media of Cyberspace and family privacy from the perspective of lawAhmad Bagheri(Faculty member, University of Tehran) Batool Gorgin(Doctor of Jurisprudence and Law) Abstract:AbstractThe present study investigates crimes against family rights in modern cyber media. Crimes against family rights in the cyberspace are one of the most debated issues in today's society.There are three 'negative', 'incorrect', and 'sophisticated processes of influencing and influencing cyberspace and the family' from a social point of view in relation to cyberspace media within and outside the family institution. In all three approaches, there are points of view that indicate the importance of the media's impact on ICTs on the family and its internal and external communications. In terms of the governance and management of this media, the third approach is neither purely positive nor pragmatic, but rather pragmatic; And "Finally, the family is considered as an independent source of formulation of family protection laws in cyberspace." In all three solutions, the current situation and the desired situation are discussed from the perspective of the author.The findings of the study indicate that the family is not considered a legal entity in Iranian jurisprudence and law and that crimes against the family in the cyberspace, like real ones, have been criminalized against family members.
Mina Behnam
Abstract
In the present study, the importance of Gameplay based on Shahnameh is explained in cultural and intercultural issues and in the wider context of other literary works that can be transformed into gameplay while reviewing the text of the Shahnameh. Adaptation helps to produce the work because it is aware ...
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In the present study, the importance of Gameplay based on Shahnameh is explained in cultural and intercultural issues and in the wider context of other literary works that can be transformed into gameplay while reviewing the text of the Shahnameh. Adaptation helps to produce the work because it is aware of the inherent difference between the two media. How this gameplay was adapted from Shahnameh is the subject of this study. By a method based on experimental observation and qualitative study in the field of two media, this tries to answer the question of to what extent this adaptation has led to changes in the structure and content of the literary work. Apparently, the adapter uses the text and adheres to the content with some changes to the media game modification requirements, but ultimately what happens is that the content of the main story is destroyed and several stories blend together. In other words, the adaptation is just the starting point for rewriting and rereading the literary work in games.
Meghdad Mehrabi
Abstract
Digital games have become a popular form of entertainment among different people specially adults and adolescents. The game Grand Theft Auto series has taken a lot of attention from young people around the world so that according to Wikipedia game sales the version of San Andreas has sold more than 43 ...
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Digital games have become a popular form of entertainment among different people specially adults and adolescents. The game Grand Theft Auto series has taken a lot of attention from young people around the world so that according to Wikipedia game sales the version of San Andreas has sold more than 43 million copies around the world. With the release of the series of this game, politicians have criticized them for their aggressive content. The review of literature confirms that game researchers have mainly analyzed the game effects on young players, but they have seldom critiqued misrepresentation of minor ethnicities and minor religions. In this paper, with the methodology of game feature analysis of the games including Grand Theft Auto: San Andreas, Kumawar, Splinter cell: Black List, Delta force, Sandstorm: Pirate Wars, Total warrior and America’s Army we indicate how they misrepresent ethnical minors such as African-Americans and Muslims with stereotypes or how they justify aggressive tendency and behavior in the stressful public places of U.S.A. after September 11th attacks.
zahra ojagh; Amin Ramezanali
Abstract
It seems that media and virtual spaces may persuade public to make change the smoking behavior as an interfering factor. This paper wants to recognize writing criteria in persuasive health related content, and to assess Iranian health websites which produce and distribute smoking related texts by regarding ...
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It seems that media and virtual spaces may persuade public to make change the smoking behavior as an interfering factor. This paper wants to recognize writing criteria in persuasive health related content, and to assess Iranian health websites which produce and distribute smoking related texts by regarding recognized criteria. For this, it synthesizes planed behavior theory (PBT) and persuasion theory to make distinguish persuasive criteria for changing behavior. Then, by considering these 16 categories as effective and by using qualitative approach and directed qualitative content analysis, the smoking related content in eight websites between April 2017 and December 2017 are analyzed. The overall number of smoking-related texts is 67 cases. Data are analyzed by MAXQDA 10. Findings show that health-related texts have low ability to make change in smoking behavior among smoker audiences. Fear, quotation, and brief-clear concluding have more frequency than other 13 criteria. So, their potential to make change in audience attitude is low. To increase their changing ability, it is needed that content providers consider other 13 criteria, too.
Shila Babakhani; Nasim Majidi; abbas asadi
Abstract
One of the most important consequences of Iranians' bio-virtualization is the possible changes in the political norms and attitudes of the society or the political culture. Political culture in Iran as a cultural space that shows how people relate to the political system as much as it is influenced by ...
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One of the most important consequences of Iranians' bio-virtualization is the possible changes in the political norms and attitudes of the society or the political culture. Political culture in Iran as a cultural space that shows how people relate to the political system as much as it is influenced by various phenomena such as revolution, the structure of the political system, government agents, etc., it is likely that the emergence and expansion of social networks be affected. The scope of this research includes professors, experts in political science and communication sciences (political communication), and political sociology who have been selected by the method of snowball. Three methods of a systematic review of the texts and literature, exploratory interview, and researcher-made questionnaire were used to collect research information and data. Delphi panel is implemented in three rounds. Among the 28 components proposed by the experts in the first round, 7 components approved in the second round are in order of importance and priority: lack of trust, criticism/destruction of the political system, political extremism, autonomy, xenophobia / alien paradox Orientation, non-participatory / protest orientation; and biased behaviors. Finally, in the third round, the most accurate and important indicators were selected for each of these components. The most important achievement of this study is the introduction of two components of Iranian political culture that basically belong to the age of modern media: criticism/destruction of the political system and non-participatory / protest orientation.
ferdows Aghagolzadeh; Azadeh Keshvardoost; Alieh Kord Zaferanlou Kambuzia; Arsalan Golfam
Abstract
Although many studies have been done on news and linguistics features of media discourse, considering news genres and differences in their linguistics details have been neglected. This genres include political, social, economical, cultural, labor, international, world and science. This research is due ...
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Although many studies have been done on news and linguistics features of media discourse, considering news genres and differences in their linguistics details have been neglected. This genres include political, social, economical, cultural, labor, international, world and science. This research is due to study on linguistics features of sport and social news, considering Van Dijk’s Theory of Ideology (2006) and also their differences is due to be identified, described and explained. By doing so, in the end a model will be represented for selection and representation of news in these fields. The reason for selection of these two fields is the amount of their audience and meaningful difference of their linguistic errors in comparison with other fields. This research has been done by field method and the data has been analyzed by Chi-squared test. Evaluation of efficiency of this model showed that it can be used as source for journalists in these two fields linguistically and considering communication theories. By doing so, journalists, editors and editors in chiefs have a scientific reference and this would lead to optimization of human force who works in media.
sarvenaz torbati
Abstract
The object of the present research is to deconstruct interpersonal communication and its basic concepts such as dialogue and sympathy by using psychoanalytic perspective and Lacan’s theory of discursive subject. By emphasizing on Lacanian subject who is constituted as the discontinuity between ...
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The object of the present research is to deconstruct interpersonal communication and its basic concepts such as dialogue and sympathy by using psychoanalytic perspective and Lacan’s theory of discursive subject. By emphasizing on Lacanian subject who is constituted as the discontinuity between his real intention and the discourse bound up with the signifying chain of language, every message has an unconscious and hidden connotation which truly the addresser is not aware. This standpoint stands in opposition to common theories of communication that believes communication is a conscious and intentional process which leads to an effective communication by dialogue and sympathy. According to the fundamental gap between “what one says” and “what one truly wants to say”, the main question is how reciprocal understanding could be accomplished in a dialogue? Four discourses of Lacan are used in order to analyze the interpersonal relations and answer to the research question. To put my theoretical discussion into evidence, “My Brother Khosrow” movie is considered as a case study, to illustrate the possibility of investigating dialogy in Lacan’s discursive theory. In conclusion I illustrated how Naser and Khosrow’s dialogue takes place in the master discourse without leading to reciprocal understanding, but the dialogue between Naser’s wife and Khosrow in the field of the analyst discourse actualize sympathy in communication.
zahra nasresfahani; khadijeh aliabadi; esmaeil zareizavaraki
Abstract
The current study is conducted with the purpose of analyzing the content of educational computer games based on principles and standards of game design. The basic questions of this research are as follows: 1. Are the educational computer games produced based on the standards of significant computer game ...
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The current study is conducted with the purpose of analyzing the content of educational computer games based on principles and standards of game design. The basic questions of this research are as follows: 1. Are the educational computer games produced based on the standards of significant computer game design? 2. Do the produced educational computer games correspond with the elements and principles offered by specialists of game design? The statistical population is all the produced educational computer games. Convenience sampling is used to select samples; hence, 9 educational computer games are selected and analyzed. Data collection tools include a self-made checklist prepared based on the two main research question. The validity of checklist was approved by supervisor, advisor and other experts, and to determine its reliability using the composite reliability coefficient, a 94 percent agreement was obtained. This checklist contained the five point Likert scale and data were analyzed using SPSS software. Research findings indicate that all games analyzed in terms of principles and standards are in a relatively good (average) state.
karamolah javanmard; narges khoshkalam
Abstract
The Telegraph Social Network is the most user-friendly social network in Iran, which holds a large amount of content and content. The current qualitative research has been conducted with the aim of investigating the factors affecting the membership of married people in this network by means of thematic ...
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The Telegraph Social Network is the most user-friendly social network in Iran, which holds a large amount of content and content. The current qualitative research has been conducted with the aim of investigating the factors affecting the membership of married people in this network by means of thematic analysis. The statistical population included married people aged 15-40 years old in Borujerd, who had experience in using this network for at least one year. The sample size of 31 people, the purposeful sampling method and the data collection method was a profound interview. The results of coding the interviews showed that the individual was influenced by: (1) push factors (technology pressure, loneliness, unemployment, normative constraints, mental and physical exhaustion, emotional emptiness, inappropriate self-actualization, consumer society), and (2) Absorption mechanisms (secure, easy, cheap, broad and fast communication, awareness, entertainment, business prosperity, free-thinking seats) have become part of this network. As a result, the individual becomes generally part of the network due to the real world constraints as well as the attractiveness of the telegram as a double factor.
Kobra Bakhshizadeh Borj; Reza khadem Hosseini; MAHDI BASHIRPOUR
Abstract
Today, social media is very useful among the people of Iran and it has many users in Iran.by the way Iranian people are faced with two choices of using domestic and foreign messengers. Previous researches has shown that Iranians people are using foreign media more than their domestic social messengers. ...
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Today, social media is very useful among the people of Iran and it has many users in Iran.by the way Iranian people are faced with two choices of using domestic and foreign messengers. Previous researches has shown that Iranians people are using foreign media more than their domestic social messengers. This study investigates the reason for people's lack of attention to use domestic messengers and compares it with foreign messengers in order to achieve a model for designing Iranian messengers suitable to users' tastes by comparing the differences between domestic and foreign messengers. In this research, the phenomenological approach and the ZMET method have been used to extract the users' mind maps from internal and external messengers, and in this regard, 15 students in the city of Tehran have been interviewed by ZMET. The research findings were in the three axes of the mental map of internal messengers, the mental map of external messengers and the comparison between these two maps. The two consensus maps were structurally compared and analyzed. The number of extracted structures of Iranian messengers was more than foreign messengers, which shows the concern of users towards Iranian messengers. Most of these structures had a negative nature and by analyzing these structures, it can be seen that part of the problems of Iranian media in their design and technical problems and the other part is rooted in management problems.
Mohammad-Taghi Nazarpour; Saeid Norouzian-Maleki; Ghanbar Ahmadi
Abstract
The active presence of students in the academic libraries has been on a steady decline throughout the digital era. The current research was conducted with the aim of investigating the factors affecting the quality of academic library spaces. The research method was correlational and the ...
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The active presence of students in the academic libraries has been on a steady decline throughout the digital era. The current research was conducted with the aim of investigating the factors affecting the quality of academic library spaces. The research method was correlational and the target population has consisted of all central library users of top universities in Tehran. This cross-sectional study was conducted on 246 users of the academic libraries, from January to March 2019. Respondents were selected using cluster sampling method. The users’ satisfaction on academic library questionnaire was completed by all participants. Respondents ranked their responses among each of the variables by using Likert scale. 210 questionnaires were included in the final analysis after exclusion of 36 questionnaires with missing data. Data analyses were done by using SPSS software and the validity of the questionnaire was analyzed. To process information and identify categories of items of questionnaires, Exploratory Factor Analysis (EFA) was used and three major factors of users’ satisfaction in libraries have been extracted according to the users’ opinion. Results showed that there was a significant positive relationship between users’ satisfaction and place attachment and functions of interior spaces (r=0.662, p<0.01), software infrastructure (r=0.589, p<0.01) and environmental comfort and aesthetics (r=0.193, p<0.05). It is clear that these components should be considered by designers and architects, in order to obedience of provided regulations can solve the present difficulties of academic libraries.
ali ghorbani; maedeh farhat; esmail omranzadeh
Abstract
On of the marketing information system is marketing research which means estimating information for recognizing opportunities and solving marketing problems which determines if products and services will meet customers need ..marketers should do marketing research for empowering activity which include ...
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On of the marketing information system is marketing research which means estimating information for recognizing opportunities and solving marketing problems which determines if products and services will meet customers need ..marketers should do marketing research for empowering activity which include recognizing needs, customers interest and advertising times &methods. Purpose of the research is diagnosis of need, creating needs technique, costumer’s interests, finding the correct time for advertising in social media and finding appropriate technique in social media. Methods at this research is measured by quality and its strategy to a analysis the theme.53 codes of the page ,group, networks admin , interview , researches , and coordinating observation .it contains 7 main theme and 20 supporting theme too.For stability and validity we use reliability abilities, accessibility and generality. In this abstract , 7 main themes , views , quality , number of views , views number, comments ,celebrities and bloggers and calling for tittle of marketing investigations in social media are observed.
Arash zarei; sardar mohammadi
Abstract
Objective: The aim of the present study was to investigate the effect of social media-based marketing activities on the intention of the presence of fans with the mediating role of team identity and satisfaction (case study of Esteghlal's Instagram page).Methodology: Descriptive-correlational research ...
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Objective: The aim of the present study was to investigate the effect of social media-based marketing activities on the intention of the presence of fans with the mediating role of team identity and satisfaction (case study of Esteghlal's Instagram page).Methodology: Descriptive-correlational research method and statistical population of the study, including all fans of Esteghlal Football Cultural and Sports Club, which 434 questionnaires were collected and analyzed online on Cafe Pardazesh website. Sevo Park's social marketing questionnaire, the intention of Aachen spectators, Oliver's satisfaction and Trail and James' team identity questionnaire were used to collect data. Descriptive statistics and structural equation modeling were used to analyze the data.Results: The findings showed that social media marketing has an effect on team identity, satisfaction and intention to be present, team identity affects the satisfaction and intention of the presence of the fan and the satisfaction of the fan has an effect on the intention to attend. Team identity does not play a mediating role between social media marketing in terms of fan presence, and contentment plays a mediating role between social media marketing in terms of fan presence.Conclusion: Today, traditional customer relationship management methods are not responsive to management. For this reason, various organizations and industries have considered using attractive methods in social media to attract their audiences.
Hanieh Haghighinia; Mohsen Rostamy-Malkhalifeh; Mohamad Soltanifar
Abstract
Over the last two decades, the media landscape in the world has changed due to use of the internet and mainly the development of online social networks (OSNs) and has dramatically affected the media production, distribution, and consumption. Hence, media planners should carefully identify appropriate ...
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Over the last two decades, the media landscape in the world has changed due to use of the internet and mainly the development of online social networks (OSNs) and has dramatically affected the media production, distribution, and consumption. Hence, media planners should carefully identify appropriate measures in the decision making process. The first step to change the processes is the information obtained through performance measurement.In this article, the performance of broadcast media has measured on Instagram and Soroush using CCR and BCC models in data envelopment analysis (DEA). Results has measured in the form of input and output-oriented, which called company activity level and audience response level. Then, the results of two models has compared. In fact, the performance of each unit in the optimal use of resources (inputs) to produce outputs (outputs) has evaluated. In this research, the statistical population is Radio and TV channels and these organizations considered as decision-making units (DMUs). Results show that a number of units has identified as efficient on both company activity and audience response level implementing CCR and BCC models. As well, some others have identified as efficient implementing BCC model. Then, the efficient units have been ranked using super-efficiency analysis. Finally, some inefficient DMUs has identified on each OSN individually and an appropriate strategy has introduced in order to improve the performance of inefficient units. This pattern will help media managers in order to identify inefficiency factors in compare of competitors and will become to an efficient DMU.
mohammadkarim bayat; Alireza Isfadyari-Moghadam; Hamed Alipouri Hafezi
Abstract
Purpose – The main purpose of this paper is to determine the performance rate and the useing of social media and determine the types of social media widely used in academic libraries in various articles and research.Design/methodology/approach – This research is done by related literature ...
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Purpose – The main purpose of this paper is to determine the performance rate and the useing of social media and determine the types of social media widely used in academic libraries in various articles and research.Design/methodology/approach – This research is done by related literature review and to analyze related articles on social media in academic libraries. this study, By reviewing and analyzing the content of 40 articles and to identify the types of social media and their performance in the library, to read the articles in this issue is addressed.Findings – Results show the use of social media known in most academic libraries and also their specific applications according to the main functions of the university library.Originality/value – The study can better show to understand the effectiveness and applications of social media for libraries and librarians. and using the results can create a feeling of social media in the libraries.Keywords: social media, Academics libraries, content analysis, UsePaper type - Content analysis
Sayed Ali Sharifi Fard; Mohammad Ahmadpanah; Sayed Ali Ghotbi; Hanieyh Ghebleverdi
Abstract
Introduction
Digital games, also known as computer-based games, are one of the most popular areas of cyberspace. In a more modern conceptualization, they are viewed as a type of digital entertainment in which players interact with a digital interface and face different types of challenges based on ...
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Introduction
Digital games, also known as computer-based games, are one of the most popular areas of cyberspace. In a more modern conceptualization, they are viewed as a type of digital entertainment in which players interact with a digital interface and face different types of challenges based on the game design. The global market for computer-based games has experienced significant growth in recent years, with the projected market size for the industry expected to reach $129.93 billion by 2030. In Iran, the gaming population is estimated to be around 34 million people, with 59% of gamers being men and 41% being women. This indicates a significant potential for growth in the Iranian market for computer-based games. According to a survey conducted by our study, the average age of gamers is 23 years old, with 96% of them playing on smartphones, 25% playing on home video game consoles, and 19% playing on computers. Additionally, a study involving students found that 55% of them are computer-based game gamers, and the ratio of male to female gamers is nearly equal. In the literature, the relationship between computer-based games and physical, psychological, social, educational, cognitive, rehabilitation, and therapeutic benefits has been extensively investigated and confirmed. Thus, computer-based games are deemed to be of significant importance.
Materials and Methods
In this study, a systematic review of research in the field of digital and computer-based video games was conducted to examine the characteristics and potential of the gaming industry in Iran, including popular genres and types of games, the impact of the COVID-19 pandemic, and the relationship between computer-based games and physical, psychological, social, educational, cognitive, rehabilitation, and therapeutic components. The findings were presented in a structured and logical sequence to provide a comprehensive understanding of the current state of computer-based games in Iran and the potential for growth in this industry.
In order to search for foreign articles, scientific databases such as Science Direct, Elsevier, Scopus, Google Scholar, and PopMed were used, and SIVILICA, ISC, SID, Noormags, and Magiran were used for Persian articles. Moreover, reliable and important statistical databases related to the video game industry, such as The Entertainment Software Association (ESA), BroadbandSearch Database, Statista, and Digital Games Research Center were used. By analyzing scientific articles and positive aspects of foreign video games, potential improvements to the video game industry in Iran were investigated and discussed.
Discussion and Results
According to a survey conducted in Iran, the average daily gaming time per gamer has increased from 79 minutes in 2015 to 95 minutes in 2021. Furthermore, a study conducted among households with at least one gamer found that an average of 1.9 individuals play games in each household. The preferred gaming platforms among Iranian gamers under the age of 18, who make up a significant proportion of the gaming population, are smartphones (98%), personal computers (15.3%), and home gaming consoles (18.6%) with the smartphone being the most commonly used platform for gaming activities. Among Iranian gamers, the most popular genres include sports, puzzle, battle royale, strategy, driving, and simulation. Game development programs such as GDevelop, Autodesk, Stencyl, and Construct 2 are some of the top-notch options used by developers to create games. Moreover, C++ and Java are commonly used programming languages in the game development industry. Game development at a professional level is a complex and collaborative process that often involves a team of designers, programmers, artists, and other specialists working together to bring an idea to life.
In addition to the engineering aspect (programming, developing, and workflow in the software space), games have three other dimensions: aesthetic or graphics, psychological, and musical. All three dimensions require a specialized approach and skill. A well-designed game requires teamwork and workmanship in all four dimensions. The psychological aspect of game development is particularly important in games that pursue specific goals; a high-quality game is the result of collaboration and expertise in all these areas.
Conclusions
The study results showed that many individuals, especially children, teenagers, and adolescents, are computer-based gamers. Further analysis of Iranian digital games found that they have low performance and errors in several aspects, including slow quality and graphics, many bugs and errors, lack of availability on common platforms, weakness in online game genres, and similarity to popular foreign games. Addressing these weaknesses requires a multi-disciplinary approach involving game development professionals, psychologists, graphic designers, and musicians familiar with game development. By analyzing the four dimensions of game programming and software, game psychology, graphics, and game music, more comprehensive and specialized studies can be conducted.
Hojat Vahdati; Mohammad Hakkak; zahra hasnvand
Abstract
The production, distribution, and consumption of deceptive and non-deceptive fake products, of reputable brands is one of the global trends which is expanding alarmingly. Unfortunately, the fake products by reputable brands are known as an alternative for original products and encourage consumers ...
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The production, distribution, and consumption of deceptive and non-deceptive fake products, of reputable brands is one of the global trends which is expanding alarmingly. Unfortunately, the fake products by reputable brands are known as an alternative for original products and encourage consumers to purchase such products. Since different variables affect the purchase intention of fake brands, this study investigated the effect of social media on the purchase intention of fake brands. This study was applied in terms of objective and descriptive-survey in terms of nature. The statistical population included all consumers (users) of fake products living in Khorramabad. Of this population, a sample of 384 subjects was selected using the Cochran formula to answer the questionnaire. In addition, the hypotheses were tested using the structural equation technique and PLS software Finally, it was approved that social media had no direct affect the purchase intention of fake brands but had a significant positive effect on purchase intention indirectly (through attitude and lifestyle).
Ebrahim Ahrari; zahra Kharrazi Mohammadvandi Azar; Nasim Majidi ghahroodi
Abstract
Due to the dysfunction of mainstream media in Iran after the advent of cyberspace, this article raises the question of whether a new paradigm has emerged in the field of media that has changed the requirements of media policy and planning? The premise of this study is that with the advent of cyberspace, ...
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Due to the dysfunction of mainstream media in Iran after the advent of cyberspace, this article raises the question of whether a new paradigm has emerged in the field of media that has changed the requirements of media policy and planning? The premise of this study is that with the advent of cyberspace, a new paradigm has emerged in media policy-making that has affected all media, but instrumentalism is a veil to see.
Information and communication technology is the new infrastructure of human society. This infrastructure does not only have a technological aspect, but its paradigmatic aspect is more obvious, and it has caused the effects that the society has received from the new media technology to not only have technical dimensions, but these effects are more extensive in terms of biological philosophy.
The experience of recent years shows that most of the strategic plans of institutions and organizations in charge of media policy in Iran, especially in the field of virtual space, have failed in practice. The unsuccessful plan to replace the native platforms of social networks instead of foreign platforms is a clear example of this. The main cause of this failure is a purely technological view of the issue and neglect of the paradigm that governs and drives these media.
Therefore, the necessity of this review lies in the importance of understanding the philosophy of virtual space technology. Before proceeding to import the technology, the country importing the technology should determine the paradigm context within which this technology was created. What issues are you trying to solve with it? What are the changes it creates in the heart of the society? What aspects of technology can be accepted and adapted, and how much can it be controlled and modified, and how much does it create conflict in society?
The main question that this article pursues is that "virtual space has brought about paradigm changes in media planning and policy-making, and what are the effects of the new space on "media production" and "media distribution"?
In this research, three library methods, phenomenology and thematic analysis were used, and in-depth interviews were conducted with 25 active media experts in the two fields of mass communication and virtual space, who were selected by snowball sampling.
Among the theories that can guide the topic of discussion are the theories of "network society" by Manuel Castells, "participatory-democratic media" by McQuail, "alternative media" by Downing, and the theory of "the end of the social thing" from Alan Thorne that have been taken into consideration.
In the findings of the research, by extracting 64 themes of the paradigm governing the virtual space, it was shown how the communication space has faced the new media grammar.
The principles of the new media grammar are "overcoming the right-oriented over the task-oriented, going through the maximalist and absolutist media, multi-source media and de-publicizing the news, minimizing the media structure with the aim of agility and increasing the range and ending the domination of pyramid-shaped structures, changing the approaches of message management, the content and demand for change and response".
The results of the research tell us that virtual space is the result of the accumulation and historical continuity of the biological paradigm of the reformation and its intellectual branches, especially human-centered.
According to the results of this research, although virtual space and social networks cannot be considered a "paradigm case" and a complete model of communication technology, in many dimensions, media policy and planning are changing from one paradigm to another.
In response to the research questions, cyberspace phenomenology has changed the fields of media "production" and "distribution" and media policy and planning in many dimensions by reproducing the biological paradigm of the reformation.
The paradigmatic data governing the virtual space creates the awareness that this technology has a heavy philosophical obstacle and is the result of the accumulation and historical continuity of the biological paradigm of the Reformation and the resulting intellectual branches such as existentialism, humanism, secularism, liberalism and human rights ideas. and postmodern critics.
The school ruling the virtual space can be defined as the "Social Democratic Existentialist" identity combination; a technology based on "equality, freedom and human-centeredness". This technology is supposed to create a human being who is not a prisoner of any historical, political, social and religious determinism and does not have a predetermined nature.
The pluralism ruling the virtual space should not create the impression that the weight of ideology has been reduced in favor of technology. The human-centered idea that forms the basis of Western technology is a return to the humanistic thought of Protagoras who believed that "man is the measure of everything" and this idea was developed by "William Acham" and "Martin Luther" in the 14th and 16th centuries. It was reread and interpreted as "everyone is his own spiritual person" and its media expression in the virtual space can be projected as "everyone has his own media".
Mehdi Latifi Shirejini; Mahmoud Afrouz
Abstract
In late 2019, Coronavirus emerged in China. The disease has severely affected social, economic and political conditions all around the world. Meanwhile, a situation was created for institutions, organizations and governments to seek political exploitation. Media was one of the tools that helped various ...
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In late 2019, Coronavirus emerged in China. The disease has severely affected social, economic and political conditions all around the world. Meanwhile, a situation was created for institutions, organizations and governments to seek political exploitation. Media was one of the tools that helped various political institutions to achieve their ideological goals. Consequently, this research drawing on Baker’s narrative theory try to explore translators’ ideological intervention in translation of news text as well as the effect of translation on political tensions by re-narration of coronavirus related events in Iran. To do so, 180 Persian news texts along with their English translations were collected from the websites of foreign news agencies. After analyzing the data by means of Baker's framing strategies, it became clear that translators’ role is very important at the time of crisis and the translator's performance can lead society toward social stability or instability. It was also found that the role of translators in creating or redefining political and social identity is very important. Moreover, the necessity to inform the audience about translators’ role in restructuring the narrative was another important finding of the study.
Hashem Atapour; Afshin Hamdipour; Samira Biparva
Abstract
Nowadays, evaluating the credibility of information in the context of social networks has become an important issue for information users. Current research aims to investigate the effect of social network credibility on information credibility through the mediating role of individual expertise among ...
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Nowadays, evaluating the credibility of information in the context of social networks has become an important issue for information users. Current research aims to investigate the effect of social network credibility on information credibility through the mediating role of individual expertise among the students of the University of Tabriz. This research is a correlational study that has been done using Structural Equation Modeling and the survey method. The population of the study was all 15732 students of UoT in the academic year 2020-2021, of which 375 students were selected as a sample using stratified random sampling. Lee and Sooh’s questionnaire was used to collect data. Data were analyzed using SEM with Partial Least Squares method. The results showed that media credibility and message credibility have a positive and direct effect on the credibility of social media information among UoT students. Furthermore, Individual expertise mediates the relationship between media credibility and message credibility with the social networks' information credibility. Therefore, it can be concluded the higher the students' understanding of media credibility (medium dependency, interactivity, and transparency) and message credibility (argument strength and information quality), the higher their understanding of information credibility. Also, individuals with high expertise have the ability to accurately evaluate and assign greater value to the role of message content and source credibility in information credibility.
ramin shamsaeiniya; abouzar khoshbayan
Abstract
Technological changes are a key factor in the life of the media and how they operate. It is an undeniable fact that the media has always been created through the creation of a new technology. And the creation of new media has always had an impact on the past media. Meanwhile, the impact and interaction ...
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Technological changes are a key factor in the life of the media and how they operate. It is an undeniable fact that the media has always been created through the creation of a new technology. And the creation of new media has always had an impact on the past media. Meanwhile, the impact and interaction between TV and social media based on the Internet environment has been very much taken into consideration. Which can be seen as the convergence of the media. The present study in search for understand the role and functions of social media in television productions. This research has been done by classic grounded theory and case studies. And a targeted sampling was used. After analyzing the findings, researchers arrived at the Twenty three functions that ultimately provided them with a conceptual model. This model explains these functions in four phases of production, which includes pre-production, production, broadcast and post-broadcast. Producers of television shows can use their findings to promote their own productions. And use the functions of media convergence in their television productions.
SEYYEDEH FAHIMEH PARSAIYAN
Abstract
In recent years, production and dissemination of jokes related to tragic and non-tragic events have turned into a social phenomenon. The reasons for the production, the nature, contents, functions, and repercussions of such a discourse definitely need in-depth sociological and anthropological analysis ...
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In recent years, production and dissemination of jokes related to tragic and non-tragic events have turned into a social phenomenon. The reasons for the production, the nature, contents, functions, and repercussions of such a discourse definitely need in-depth sociological and anthropological analysis and scrutiny; among others. Focusing on a recent catastrophe, the present study aims at analyzing jokes related to April 2019 widespread flash flooding in Iran. The corpus consisted of 100 jokes collected from social networking sites. Through adopting qualitative thematic analysis, the jokes’ contents were coded and then categorized. The findings reveal that the flooding resulted in production of jokes with political-critical, religious, gendered, and neutral themes. In other words, a large number of jokes were not neutral and based on the Iranians’ lived experiences and backgrounds contained socio-political and ideological meanings. Keywords: Disaster jokes, Flash flooding, Social networking sites, Qualitative thematic analysis, Political-critical jokes, Religious jokes, Gendered jokes, Neutral jokes.
Sobhan Yahyaei
Abstract
This paper seeks to describe media consumption mechanism in adolescents-as the most influential age group.In relation to the expected norm of exploratory research, we don’t have a theoretical basis and prior assumptions.The methodology in this paper is the Grounded Theory, and the author claims ...
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This paper seeks to describe media consumption mechanism in adolescents-as the most influential age group.In relation to the expected norm of exploratory research, we don’t have a theoretical basis and prior assumptions.The methodology in this paper is the Grounded Theory, and the author claims that, through inductive logic based on deep interviews and observations, presents a theoretical system of adolescent media consumption mechanism.In the implementation of Grounded Theory, after conducting 22 individual in depth interviews and observations on the field, 1050 open coding were obtained in the first stage. Subsequently, axial coding have done with 362 categories for identifying concepts, and 15 concepts by Selective Coding were identified as core concepts in the use of description of adolescent media mechanism.Then selective coding applied to construction of theoretical model that were formed by systemic consequences of adolescent media consumption were identified in 5 levels;• Arrhythmia of the media in adolescents• Active exposure to the media consumption• Adult adaptation• Multi-level seeking Distinction• Family conflicts as a result of adolescent media consumptionThus, the outcome of this article is a theoretical portrait of media usage mechanisms by adolescents.
HosseinAli Kkalhor; Hossein Malakouti hashtjin; Mohammad Mazhari; Ayat Mulaee
Abstract
The digital environment creates new opportunities for citizens' political participation. This oversight actually includes a general review of the management of public funds and the activities of public and economic systems, so political oversight processes, through democracy, in the digital environment, ...
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The digital environment creates new opportunities for citizens' political participation. This oversight actually includes a general review of the management of public funds and the activities of public and economic systems, so political oversight processes, through democracy, in the digital environment, condemn inefficient features. The purpose of this article is to describe, differentiate and classify the various forms of governance that can be considered in the current valley of democracies. The results show that there are three main areas of oversight: government oversight, joint oversight and civil oversight. This study has identified four types of civil surveillance typologies (guardian performance, extraction and refinement of confidential information, expansion of issues through alternative journalism, and expansion of representation beyond parliaments), focusing on these issues. This study seeks to answer the question of who exactly are the supervisors in the context of regulatory democracy in the digital environment? Furthermore, how can these processes be identified and differentiated in the international political arena? Findings of the research using descriptive-analytical method and collection of library documents show that by avoiding in-depth analysis of issues involved in meticulous processes, the three main parts that are organized to monitor can be Distinguished based on the actor or leading organization involved.