Document Type : Research Paper
Author
Communications, Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore
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 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.
Keywords
منابع
- اسمعیلی گوجار، صلاح، علیآبادی، خدیجه و پورروستائی اردکانی، سعید (1396). «تأثیر بازیهای رایانهای آموزشی چندکاربره تحت وب بر یادگیری و انگیزش دانشآموزان»، فصلنامه مطالعات رسانههای نوین (11), 195-2.
- بروجردی، مهدخت و صدیق، امیر سعید (1396). «تـأثیر فضای مـجازی بر هویت ملی و قومی در ایران». فصلنامه مطالعات رسانههای نوین، 3(12) 88-110
- ببی، ارل (1381). روشهای تحقیق در علوم اجتماعی (دو جلد)، ترجمه رضا فاضل، انتشارات سمت.
- بنیاد ملی بازیهای رایانهای (1393). «وجود 18 تا 20 میلیون کاربر بازیهای رایانهای»، خبرگزاری جمهوری اسلامی ایران. در دسترس در http://irna.ir (20 فروردین 1394)
- حشمت زاده محمدباقر، غیاثیان، مریم السادات و اکوانی، حمداله (1390). «شرقشناسی و بازنمایی رسانهای ایران در آمریکا: نگاهی به سطح خرد زبانی»، مجله رهیافتهای سیاسی و بینالمللی - 1390 - شماره: 27 - صفحه:29-57.
- کریگ اندرسون و کارن دیل (1378). «بازیهای کامپیوتری و افکار، احساسات و رفتار پرخاشگرانه در آزمایشگاه و در زندگی». مترجم مقداد مهرابی در کوثری مسعود. و دیگران. درآمدی بر بازیهای دیجیتال و کامپیوتری. تهران، نشر سلمان.
- شجاعی ثاراله، دهداری، طاهره، دوران، بهناز، نوری، کرامت و شجاعی، محمد (1395). «تأثیر آموزش سواد رسانهای بر پرخاشگری و نگرش به خشونت در کاربران نوجوان بازیهای رایانهای خشن» فصلنامهمطالعات رسانههای نوین 2 (8)، 173-201
- مرکز تحقیقات بازیهای دیجیتال (1395). «بازینمای ۱۳94» دایرک Digital Games Research Center (فارسی)، در دسترس در http://direc.ir/?p=1404 (10 اسفند 1395).
- مهرابی, مقداد. (1396). تأثیرات بازیهای دیجیتال بر پرخاشگری: بررسی رویکردهای مختلف و نتیجهگیریهای متضاد، فصلنامه مطالعات رسانههای نوین، 3 (12)، 111-127
- Anderson, Craig. A & Carnagey, Nicholas L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45(4), 731-739.
- Babbie, Earl. R. (2012). The Practice of Social Research. Belmont, California: Wadsworth Cengage Learning.
- Bandura, Albert. (1978). Social Learning Theory of Aggression, Journal of Communication, 28 (3), 1460-2466
- Brock, Andre (2011). When keeping it Real Goes Wrong’’: Resident Evil 5, Racial Representation, and Gamers, Games and Culture, Volume: 6 issue: 5, 429-452.
- Berg, Bruce. L. and Lune, H. (2012). Qualitative research methods for the social sciences(8th ed.). Boston: Pearson.
- Dillard, John, L (1974). Black English: Its History and Usage in the United States. _Foundations of Language_ 11 (2):299-309.
- DiSalvo, Betsy & Bruckman, Amy (2010). Race and Gender in Play Practices: Young African American Males, Proceedings of the Fifth International Conference on the Foundations of Digital Games.
- DFC Intelligence. (2013). DFC Intelligence Forecasts Worldwide Online Game Market to Reach $29 Billion by 2016. Available at http://www.dfcint.com/wp/?p=307 (Accessed November, 13, 2016)
- EUROGAMER (2016). Hillary Clinton slams GTA. Available at https://www.eurogamer.net/articles/news290305clinton (Accessed April 10, 2017)
- Ferguson, Christopher. J. & Kilburn, John (2009). The public health risks of media violence: A meta-analytic review. The Journal of Pediatrics, 154(5), 759-763.
- Gentile, Douglas, A. & Anderson, Craige (2006). Violent video games: Effects on youth and public policy implications. Handbook of children, culture, and violence, 225–246.
- Grand Theft Auto Sales (2018) Available at http://vgsales.wikia.com/wiki/Grand_Theft_Auto (Accessed: January, 13, 2017)
- Gleich, Tobias and Simone Kuhn (2017). Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game, Journal of NeuroImage, Volume 152, Pages 467-475,
- Green, C. Shawn and Bavelier, Daphen B. (2015). Action video game training for cognitive enhancement, Current Opinion in Behavioral Sciences, Volume 4, Pages 103-108.
- Greitemeyer, Tobias & Dirk., O. Mugge (2014). Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play, Personality and Social Psychology Bulletin, Volume9, Pages 113-125.
- Hamari, Juo and Teon, Edwards (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning, Computers in Human Behavior, Volume, 54, Pages 170-179.
- Kousari, Masoud and Mehrabi, Meghdad (2017). Parents’ Mediation of Children’s Video Game Experience and Game Rating Systems: Iranian Parents’ Mediation Patterns and Views on Video Games. International Journal of Social Sciences, Volume 7, Issue 1.
- Lizardi, Ryan (2012). DLC: Perpetual Commodification of the Video Game. Democratic Communiqué, 25(1). Available at http://journals.fcla.edu/demcom/article/view/787395 (Accessed: 13, September, 2017).
- Mehrabi, Meghdad. & Chen, Vivian (2010) Interactivity in Video Games: A Concept Explication. Published in the Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
- Orgad, Shani. (2014). Media Representation and the Global Imagination, European Journal of Communication, Volume 29, Issue3.
- Power, Marcus (2007). Digitized virtuosity: video war games and post-9/11 cyber-deterrence. Security Dialogue, 38(2), 271-288.
- Rideout, Victoria (2004). Parents, media, public policy and law: a Kaiser Family Foundation survey, Mentlo Park (CA): Kaiser Family Foundation, 7, Pages 113-120.
- Ritchie, Jane & Lewis, Jane (Eds.). (2005). Qualitative research practice: A guide for social science students and researchers. SAGE Publications: London.
- Robinson, Nick (2012). Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military–Entertainment Complex? Political Studies.
- Sherry, John Lucas (2001). The effects of violent video games on aggression. Human communication research, 27(3), 409-431.
- Takatalo, Jari, Häkkinen, Jukka, Kaistinen, Jyrki & Nyman, Gote. (2010). Presence, Involvement, and Flow in Digital Games In R. Bernhaupt (Ed.), Evaluating User Experience in Games, V. 51 (pp. 23-46). London: Springer.
- Video Game Sales Wiki (2018) Available at http://vgsales.wikia.com/ (Accessed: July, 19, 2017).
- Wise, Kevin & Reeves, Byron (2007). The Effect of User Control on the Cognitive and Emotional Processing of Pictures. Media Psychology, 9(3), 549-566.