Las preferencias de los adolescentes iraníes en videojuegos y juegos en línea: un estudio cualitativo. 

  • Shadi Asadzandi School of Health Management and Information Science, Iran University of Medical Sciences, Tehran, Iran. https://orcid.org/0000-0002-1350-9629
  • Shoaleh Bigdeli Center for Educational Research in Medical Sciences (CERMS), Iran University of Medical Sciences, Tehran, Iran, Department of Medical Education, Faculty of Medicine, Iran University of Medical Sciences, Tehran, Iran. https://orcid.org/0000-0001-9672-2726
  • Shahram Sedghi Economics Research Center, Iran University of Medical Sciences, Tehran, Iran; Department of Librarianship and Medical Information Science, Iran University of Medical Sciences, Tehran, Iran. http://orcid.org/0000-0001-6457-7464
  • Mahnaz Sanjari Diabetes Research Center, Endocrinology and Metabolism Clinical Sciences Institute, Tehran University of Medical Sciences. Endocrinology and Metabolism Research Center, Department of Endocrinology and Metabolism Clinical Sciences Institute, Tehran University of Medical Sciences, Tehran, Iran http://orcid.org/0000-0003-2992-6184
Palabras clave: preferencias de los adolescentes, juegos, videojuegos, investigación cualitativa, Irán.

Resumen

El presente estudio tuvo como objetivo identificar las preferencias y gustos de los adolescentes iraníes con respecto a los videojuegos. Este estudio fue una investigación cualitativa que adoptó el análisis de contenido contractual. La población estadística consistió en adolescentes de 13 a 15 años. Se utilizaron entrevistas semiestructuradas y los datos se analizaron según el método de Graneheim y Lundman. Finalmente, se formaron 10 categorías con el Juego como parte integral de la vida, Métodos de acceso, Juego con entusiasmo y placer, Encanto visual en la atracción del jugador, y el Juego interactivo como factor para atraer jugadores. 

Citas

Adineh, H. (2016). Take a look at the industry of video games in Iran last year. Retrieved April 29, 2018, from: http://digiato.com/article/2016/12/12/%D9%86%DA%AF%D8%A7%D9%87%DB%8C-%D8%A2%D9%85%D8%A7%D8%B1%DB%8C-%D8%A8%D8%B1-%D8%B5%D9%86%D8%B9%D8%AA-%D8%A8%D8%A7%D8%B2%DB%8C-%D8%A7%DB%8C%D8%B1%D8%A7%D9%86/

Afkhami Aqda, M., Kamali Zarchi, M., & & Shokohraveh, N. (2012). he effect of information and communication technology on the education process from the perspective of Yazd university students. Toloo. T – e Behdasht,, 11(1), 41-52.

Allahverdipour, Hamid, Bazargan, Mohsen, Farhadinasab, Abdollah, & Moeini, Babak. (2010). Correlates of video games playing among adolescents in an Islamic country. BMC public health, 10(1), 286.

Amerson, Dan, Kime, Shaun, & Young, R Michael. (2005). Real-time cinematic camera control for interactive narratives. Paper presented at the Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.

Anderson, Craig A, & Bushman, Brad J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological science, 12(5), 353-359.

Anderson, Craig A, Gentile, Douglas A, & Dill, Karen E. (2012). Prosocial, antisocial, and other effects of recreational video games. In S. D. G. & S. J. L. (Eds.), dbook of children and the media. housand Oaks, CA: Sage.

Banyte, Jurate, & Gadeikiene, Agne. (2015). The effect of consumer motivation to play games on video game-playing engagement. Procedia Economics and Finance, 26, 505-514.

Baranowski, Andreas Michael, & Hecht, Heiko. (2018). Effect of camera angle on perception of trust and attractiveness. Empirical Studies of the Arts, 36(1), 90-100.

Beasley, Berrin, & Collins Standley, Tracy. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games. Mass Communication & Society, 5(3), 279-293.

Berladean, Vadim, & Holte, Michael Boelstoft. (2016). The effect of multiplayer mode on users’ immersion and enjoyment in mobile games. from: https://projekter.aau.dk/projekter/files/239536830/MED10_4_Master_Thesis_Report_Final.pdf

Bessière, Katherine, Seay, A Fleming, & Kiesler, Sara. (2007). The ideal elf: Identity exploration in World of Warcraft. Cyberpsychology & behavior, 10(4), 530-535.

Brusk, J, & Björk, S. (2009). Gameplay Design Patterns for Game Dialogues. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play. Practice and Theory. London, UK.

Bushman, Brad J, & Huesmann, L Rowell. (2006). Short-term and long-term effects of violent media on aggression in children and adults. Archives of Pediatrics & Adolescent Medicine, 160(4), 348-352.

Carvalho, Ana AmÊlia, AraÃējo, InÃĒs, & Zagalo, Nelson. (2014). A Framework for Gamified Activities Based on Mobile Games Played by Portuguese University Students. International Association for Development of the Information Society.

Christie, Marc, Olivier, Patrick, & Normand, Jean‐Marie. (2008). Camera control in computer graphics. Paper presented at the Computer Graphics Forum.

Denisova, Alena, & Cairns, Paul. (2015). First person vs. third person perspective in digital games: Do player preferences affect immersion? Paper presented at the Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems.

Downs, Edward, & Smith, Stacy L. (2010). Keeping abreast of hypersexuality: A video game character content analysis. Sex roles, 62(11-12), 721-733.

Drummond, Aaron, & Sauer, James D. (2014). Video-games do not negatively impact adolescent academic performance in science, mathematics or reading. PloS one, 9(4), e87943.

Dubbelman, Teun. (2016). Narrative game mechanics. Paper presented at the International Conference on Interactive Digital Storytelling.

Dunkel, Curt S. (2000). Possible selves as a mechanism for identity exploration. Journal of adolescence, 23(5), 519-529.

Ekman, Inger. (2005). Meaningful noise: Understanding sound effects in computer games. Proc. Digital Arts and Cultures. from: https://www.researchgate.net/profile/Inger_Ekman/publication/224927551_Meaningful_Noise_Understanding_Sound_Effects_in_Computer_Games/links/546208640cf27487b4557a95/Meaningful-Noise-Understanding-Sound-Effects-in-Computer-Games.pdf

Engelhardt, Christopher R, Bartholow, Bruce D, & Saults, J Scott. (2011). Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger. Aggressive Behavior, 37(6), 539-546.

(ESA), Entertaiment software association. (2019). 2019 Essential Facts About the Computer and Video Game Industry. from http://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/

Etkinson, R, & Hiligard, A. (1999). Basis of psychology. Tehran: Roshd, 247.

Fabricatore, Carlo. (2018). Gameplay and game mechanics design: A key to quality in Videogames (2007). Retrieved Sep 15, 2018, from www.oecd.org/edu/ceri/39414829.pdf

Farahi, Maryam Moshirian, Goudarzi, Narges, Tabibi, Zahra, & Yazdi, Haniyeh Zarif Golbar. (2017). Mothers' Experiences of Children's Tendency to Computer Games: a Qualitative Study. Iran J Health Educ Health Promot, 5(3), 173-181.

Ferguson, Christopher J, Rueda, Stephanie M, Cruz, Amanda M, Ferguson, Diana E, Fritz, Stacey, & Smith, Shawn M. (2008). Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35(3), 311-332.

Gao G, Shih (2018). Does Platform Matter? A Game Design Analysis of Female Engagement in MOBA Games., Proceedings of DiGRA 2018. Retrieved from patshih.soic.indiana.edu/publications/Gao-MOBA-DIGRA18.pdf

Gee, Lilian Lee Shiau, & Dolah, Jasni. (2016). Graphic Styles Appearance in Educational Games to Enhance Malaysian Students Learning: A Preliminary Study. Paper presented at the 2nd international conference on creative media, design & technology(26th to 27th September 2016 ) Penang, Malaysia

Gentile, Douglas A, Bender, Patrick K, & Anderson, Craig A. (2017). Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. Computers in Human Behavior, 70, 39-43.

Gentile, Douglas A. (2011). The multiple dimensions of video game effects. Child development perspectives, 5(2), 75-81.

Gentile, Douglas. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological science, 20(5), 594-602.

Girina, Ivan. (2015). Cinematic games: the aesthetic influence of cinema on video games. (PhD), University of Warwick.

Gorbanev, Iouri, Agudelo-Londoño, Sandra, González, Rafael A, Cortes, Ariel, Pomares, Alexandra, Delgadillo, Vivian, . . . Muñoz, Óscar. (2018). A systematic review of serious games in medical education: quality of evidence and pedagogical strategy. Medical education online, 23(1), 1438718.

Gose, Edward Galutira. (2014). What video game genres are teaching us. (Ph.D), University of Hawaii at Manoa. Retrieved from: https://scholarspace.manoa.hawaii.edu/bitstream/10125/100511/1/Gose_Edward_r.pdf

Graesser A, Chipman P, & F, Leeming. (2009). Deep Learning and Emotion in Serious Games Serious Games Mechanisms and Effects (pp. 20-). New York: Routledge.

Graneheim, Ulla H, & Lundman, Berit. (2004). Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness. Nurse education today, 24(2), 105-112.

Granic, Isabela, Lobel, Adam, & Engels, Rutger CME. (2014). The benefits of playing video games. American psychologist, 69(1), 66.

Green, C Shawn, & Bavelier, Daphne. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological science, 18(1), 88-94.

Greitemeyer, Tobias, Osswald, Silvia, & Brauer, Markus. (2010). Playing prosocial video games increases empathy and decreases schadenfreude. Emotion, 10(6), 796.

Griffiths, Mark. (1998). Internet addiction: does it really exist? In G. I (Ed.), Psychology and the Internet: intrapersonal, interpersonal, and transpersonal implication. San Dieg: Academic Pres.

GU, TIAN-LIN. (2011). Why are Computer Games so Entertaining?A study on whether motivational feedback elements from computer games can improve spoken language learning games. (Master), the Royal Institute of Technology, School of Computer Science and Communication, Stockholm, Sweden.

Hainey, Tom, Connolly, Thomas, Stansfield, Mark, & Boyle, Elizabeth. (2011). The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level. Computers & Education, 57(4), 2197-2211.

Hamari, Juho, Shernoff, David J, Rowe, Elizabeth, Coller, Brianno, Asbell-Clarke, Jodi, & Edwards, Teon. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179.

Harteveld, Casper, & Bekebrede, Geertje. (2011). Learning in single-versus multiplayer games: The more the merrier? Simulation & Gaming, 42(1), 43-63.

Harviainen, J Tuomas. (2012). Systemic perspectives on information in physically performed role-play. Tampere: Tampere University Press.

Heydari, Gh. H., Modanloo, Y., Niaz Azari, M., & Jafari Galouche, A. (2010). Comparison of the English language training effect by educational software and traditional method on students' academic achievement. . ournal of Information and Communication Technology in Educational Sciences, 1(1), 103-115.

Hou, Huei-Tse, & Li, Ming-Chaun. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29-38.

Hurme, J. (2016). Storytelling in Video Game: Creating a narrative for management game. (Bachelor), Turku University Of Applied Sciences.

Iten, Nina, & Petko, Dominik. (2016). Learning with serious games: Is fun playing the game a predictor of learning success? British Journal of Educational Technology, 47(1), 151-163.

Jafari, A. (2014). The Effect of Educational Games on the Social Development of Preschool Children. Educational psychology, 10(33), 71-85.

Jordan, Amy, Trentacoste, Nicole, Henderson, Vani, Manganello, Jennifer, & Fishbein, Martin. (2007). Measuring the time teens spend with media: Challenges and opportunities. Media Psychology, 9(1), 19-41.

Ke, Fengfeng, & Grabowski, Barbara. (2007). Gameplaying for maths learning: cooperative or not? British Journal of Educational Technology, 38(2), 249-259.

Kim, Gabjo, Choe, Dohan, Lee, Joonhyuk, Park, Sangsung, Jun, Sunghae, & Jang, Dongsik. (2013). The technology acceptance model for playing console game in Korea. International Journal of Computer Science & Network Security, 13(5), 9-12.

Kirsh, Steven J. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and the development of a short-term hostile attribution bias. Childhood, 5(2), 177-184.

Korhonen, Hannu, & Koivisto, Elina MI. (2007). Playability heuristics for mobile multi-player games. Paper presented at the Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts.

Kowsari, M. (2010). Game period (video and computer games in contemporary society). Tehran: Daricheyenow.

Laurier, Eric, & Reeves, Stuart. (2014). Cameras in video games: comparing play in Counter-Strike and the Doctor Who Adventures. Video at work. New York: Routledge, p. NYP.

Lee, Jeremy, Luchini, Kathleen, Michael, Benjamin, Norris, Cathie, & Soloway, Elliot. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. Paper presented at the CHI'04 extended abstracts on Human factors in computing systems.

Lenhart, Amanda, Kahne, Joseph, Middaugh, Ellen, Macgill, Alexandra Rankin, Evans, Chris, & Vitak, Jessica. (2008). Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. Pew internet & American life project.

Li, Jing, Ma, Sujuan, & Ma, Linqing. (2012). the study on the effect of educational games for the development of students’ logic-mathematics of multiple intelligence. Physics Procedia, 33, 1749-1752.

Lincoln, YS. (1985). Lincoln and Guba’s evaluative criteria. Qualitative research guildlines project: Robert Wood Johnson Foundation.

Liu, Eric Zhi Feng, & Chen, Po-Kuang. (2013). The effect of game-based learning on students’ learning performance in science learning–A case of “Conveyance Go”. Procedia-Social and Behavioral Sciences, 103, 1044-1051.

Lucas, Kristen, & Sherry, John L. (2004). Sex differences in video game play: A communication-based explanation. Communication research, 31(5), 499-523.

Majek, Dee. (2011). The Cinematisation of Computer and Console Games: Aesthetic and Commercial Convergence in the Film and Game Industries. Retrieved Sep 15, 2018

Mandryk, Regan L, & Inkpen, Kori M. (2004). Physiological indicators for the evaluation of co-located collaborative play. Paper presented at the Proceedings of the 2004 ACM conference on Computer supported cooperative work.

Manninen, Tony, & Kujanpää, Tomi. (2007). The value of virtual assets–the role of game characters in MMOGs. International Journal of Business Science and Applied Management, 2(1), 21-33.

Mäyrä, Frans. (2017). Dialogue and Interaction in Role-Playing Games: Playful Communication as Ludic Culture. In M. J & T. B (Eds.), Dialogue across Media (pp. 271-290). Amsterdam & Philadelphia: John Benjamins

Merabti, Madjid, El Rhalibi, Abdennour, Shen, Yuanyuan, Daniel, Jorge, Melendez, Alcantara, & Price, Marc. (2008). Interactive storytelling: Approaches and techniques to achieve dynamic stories Transactions on edutainment I (pp. 118-134): Springer.

Möller, Ingrid, & Krahé, Barbara. (2009). Exposure to violent video games and aggression in German adolescents: A longitudinal analysis. Aggressive behavior, 35(1), 75-89.

Newman, James. (2012). Videogames: Routledge.

Ng, Brian D, & Wiemer-Hastings, Peter. (2005). Addiction to the internet and online gaming. Cyberpsychology & behavior, 8(2), 110-113.

Oravakangas, L. (2015). Game Environment Creation: Efficient and Optimized Working Methods from www.theseus.fi/bitstream/10024/101918/1/Thesis_LauraOravakangas.pdf

Oswald, Christopher A, Prorock, Chris, & Murphy, Shane M. (2014). The perceived meaning of the video game experience: An exploratory study. Psychology of Popular Media Culture, 3(2), 110.

Pedersen, Kasper Allan. (2012). Replayability in Strategic Computer Games. https://hal-hprints.archives-ouvertes.fr/hprints-00728892/document

Peever, Nicole, Johnson, Daniel, & Gardner, John. (2012). Personality & video game genre preferences. Paper presented at the Proceedings of the 8th australasian conference on interactive entertainment: Playing the system.

Porter, Guy, & Starcevic, Vladan. (2007). Are violent video games harmful? Australasian Psychiatry, 15(5), 422-426.

Prasetya, FX. (2015). Mobile Game Effectivenessfor Game Enthusiasts Who Have Little Spare Time to Play Games. SISFORMA, 2(1), 10-12.

PS, Geraldus Galehantomo. (2015). Platform Comparison Between Games Console, Mobile Games And PC Games. SISFORMA: Journal of Information Systems, 2(1), 23-26.

Rau, Pei-Luen Patrick, Peng, Shu-Yun, & Yang, Chin-Chow. (2006). Time distortion for expert and novice online game players. CyberPsychology & Behavior, 9(4), 396-403.

Rehbein, Florian, Staudt, Andreas, Hanslmaier, Michael, & Kliem, Sören. (2016). Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences? Computers in Human Behavior, 55, 729-735.

Romrell, Danae. (2014). Gender and gaming: A literature review. Paper presented at the annual meeting of the AECT International Convention, Hyatt Regency Orange County, Anaheim, CA.

Ronimus, Miia, Kujala, Janne, Tolvanen, Asko, & Lyytinen, Heikki. (2014). Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge. Computers & Education, 71, 237-246.

Sali, Serdar, Wardrip-Fruin, Noah, Dow, Steven, Mateas, Michael, Kurniawan, Sri, Reed, Aaron A, & Liu, Ronald. (2010). Playing with words: from intuition to evaluation of game dialogue interfaces. Paper presented at the Proceedings of the Fifth International Conference on the Foundations of Digital Games.

Shen C, Wang H, & U, Ritterfe/d. (2009). Serious Games and Seriously Fun Games : Can They Be One and the Same? . In Ritterfeld U, Cody M & V. P (Eds.), Serious Games: Mechanisms and Effects. (pp. 48-61). New York: Routledge.

Sherry, John L, Lucas, Kristen, Greenberg, Bradley S, & Holmstrom, Amanda. (2013). Child development and genre preference: Research for educational game design. Cyberpsychology, Behavior, and Social Networking, 16(5), 335-339.

Shojaee, S, Dehdari, T , Douran, B , Noori, K , & Shojaee, M. (2017). Impact of media literacy education on aggression and attitudes towards violence in adolescents’ users of violent computer games in qom. New Media Studies, 2(8), 173-201. doi: 10.22054/cs.2017.15548.107

Shojaei C. (2012). Social Conditions, lightJlyanyaperiodtoassesspredictorsofaggressionin adolescents usercomputer gameviolenceinthe city of Qomin. ,Journal ofQom, VII(3), 71-79.

Shojaei, Sarallah, Dehdari, Tahereh, Noori Jelyani, Keramat, & Dowran, Behnaz. (2013). A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran. Qom Univ Med Sci J, 7(3), 71-79.

Smohai, Máté, Urbán, Róbert, Griffiths, Mark D, Király, Orsolya, Mirnics, Zsuzsanna, Vargha, András, & Demetrovics, Zsolt. (2017). Online and offline video game use in adolescents: measurement invariance and problem severity. The American journal of drug and alcohol abuse, 43(1), 111-116.

Tatli, Zeynep. (2018). Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students. Contemporary Educational Technology, 9(1), 90-110.

Thorne, Hayden T, Smith, Jordan J, Morgan, Philip J, Babic, Mark J, & Lubans, David R. (2014). Video game genre preference, physical activity and screen-time in adolescent boys from low-income communities. Journal of adolescence, 37(8), 1345-1352.

Thygesen, Lasse Weissenberg. (2014). Replayability: A Structural Approach to Players and Computer Games. (Master), Aalborg, Aalborg University.

Vahlo, Jukka, Kaakinen, Johanna K, Holm, Suvi K, & Koponen, Aki. (2017). Digital game dynamics preferences and player types. Journal of Computer-Mediated Communication, 22(2), 88-103.

Wehbe, Rina R, & Nacke, Lennart E. (2015). Towards Understanding the Importance of Co-Located Gameplay. Paper presented at the Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play.

Whitaker, Jodi L, & Bushman, Brad J. (2009). A review of the effects of violent video games on children and adolescents. Wash. & Lee L. Rev., 66, 1033.

White, Earla J, Lewis, Joy H, & McCoy, Lise. (2018). Gaming science innovations to integrate health systems science into medical education and practice. Advances in medical education and practice, 9, 407.

Winn, Jillian, & Heeter, Carrie. (2009). Gaming, gender, and time: Who makes time to play? Sex roles, 61(1-2), 1-13.

Wolfson, Sandy, & Case, Gill. (2000). The effects of sound and colour on responses to a computer game. Interacting with computers, 13(2), 183-192.

Wong, Wee Ling, Shen, Cuihua, Nocera, Luciano, Carriazo, Eduardo, Tang, Fei, Bugga, Shiyamvar, Ritterfeld, Ute. (2007). Serious video game effectiveness. Paper presented at the Proceedings of the international conference on Advances in computer entertainment technology.

Wood, Richard TA, Griffiths, Mark D, Chappell, Darren, & Davies, Mark NO. (2004). The structural characteristics of video games: A psycho-structural analysis. CyberPsychology & behavior, 7(1), 1-10.

Publicado
2020-01-01