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.
Farid Azizy; mohammad atabak; HosseinAli Afkhami
Abstract
Today, video gaming is a major global industry rivaling the film, music and book publishing industries. The products of this industry are widely used by children and teens to fill leisure time. Computer games with entertainment and pleasure provide packed images and views in the form of stereotypes. ...
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Today, video gaming is a major global industry rivaling the film, music and book publishing industries. The products of this industry are widely used by children and teens to fill leisure time. Computer games with entertainment and pleasure provide packed images and views in the form of stereotypes. The present study deconstruct female gender stereotypes by concentration on Elsa’s Games. This study, while analyzing the representation of gender in this series of games, reveals the implications and hidden themes behind the construction of the female archetype. In general, this research uses a qualitative approach and semiotic method to decode the gendered themes and stereotypes hidden in this game series. Findings show that the presence of female character in most scenes is traumatic and problematic. Including stereotypical categories constituting this traumatic identity are located in assigned roles, training body, showing with satisfaction and hidden presence of Supporter subject. The gender stereotypes behind this game belonged women to the home and its environment and through the naturalization of gender roles, seeks to exacerbate existing relationships.
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.