Document Type : Research Paper
Authors
1 MSc. Clinical Psychology, University of Mohaghegh Ardabili, Ardabil, Iran.
2 Professor, Department of Clinical Psychology, Hamadan University of Medical Science, Hamadan, Iran
3 MSc. Business Administration, University of Mohaghegh Ardabili, Ardabil, Iran.
4 Undergraduate of Educational Sciences, University of Mohaghegh Ardabili, Ardabili, Ardabil, Iran.
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 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.
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