فهرست مطالب

کودک، نوجوان و رسانه
سال ششم شماره 12 (پیاپی 65، زمستان 1395 الی بهار 1396)

  • بهای روی جلد: 90,000ريال
  • تاریخ انتشار: 1399/07/15
  • تعداد عناوین: 8
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  • Mohamad Saeid Kabir, Ali Asqar Torkashvand Page 5

    Considering children's education, playing has been of great importance since the birth. Playing is one of the most effective educational fields as it includes most of their lives. Playing is one way to attract children and then explain and teach religious beliefs. On the other hand, some game developers apply western tools for cultural invasion to create mental deviation in Muslim children and sometimes the first aim of producing such games is Muslims children's faith. Faced with such invasion, cultural institutions of the country are responsible and a coherent cultural movement is required, while the national media is of high importance in this case. Applying documentary method, his paper aims to provide some strategies considering the concept of playing from the perspective of verses and traditions and the relationship between playing and children's religious training.

    Keywords: playing, religious teaching, child, teenager, the Media
  • Hossain Raisi Vanani Page 36

    Thanks to creating an interactive feature between the game and player, computer games are of high importance. Each computer game is produced in a specific cultural and social atmosphere and is the result of codes that makes the audience gradually recognize the culture of that country in order to engage with the game. Hence, the atmosphere in western computer games can be a place to address the lifestyle or the perceptions system, specific behaviors, and special relations. Studies indicate that many social, moral, and cultural teachings that are spread by western computer games are against Islamic lifestyle elements. Degrading human spirit to the animal level, changing computer game consumers' taste, and the dominance of virtual world in computer games over the real world are amongst the most important effects. Therefore, this issue calls for the officials, cultural policy-makers, and families' attention.

    Keywords: computer games, lifestyle, children, teenagers
  • Seyede Tahereh Mousavi Page 63

    The increasing development of computer games, unusual welcome, and passive influence of this technology has endangered children's mental health. These days the analysis of computer games impacts on children is considered one of the research areas all over the world. These impacts might have the less damage on children's mental health if the families observe the scientific culture of selection, control, and monitoring over such games and provide their children with suitable games; as their inappropriate games selection and lack of supervisions and control, the negative impact of games leads to various mental disorders in children. Therefore, one of national media responsibilities, as the most popular media, is making programs to promote awareness of families and children for the proper use of this technology. The article explains the negative and positive impacts of these games and the role of family and national media based on the types, styles, and impacts of computer games.

    Keywords: computer games, mental health, physical health, child, family, national media
  • K. W. Mu¨ ller, K. Wo¨lfling, M. Dreier, M. E. BeutelM. Janikian, C. TzavaraC. Richardson, A. Tsitsika Page 93

    Excessive use of online computer games which leads to functional impairment and distress has recently been included as Internet Gaming Disorder (IGD) in Section III of the DSM-5. Although nosological classification of this phenomenon is still a matter of debate, it is argued that IGD might be described best as a non-substance-related addiction. Epidemiological surveys reveal that it affects up to 3% of adolescents and seems to be related to heightened psychosocial symptoms. However, there has been no study of prevalence of IGD on a multi-national level relying on a representative sample including standardized psychometric measures. The research project EU NET ADB was conducted to assess prevalence and psychopathological correlates of IGD in seven European countries based on a representative sample of 12,938 adolescents between 14 and 17 years. 1.6% of the adolescents meet full criteria for IGD, with further 5.1% being at risk for IGD by fulfilling up to four criteria. The prevalence rates are slightly varying across the participating countries. IGD is closely associated with psychopathological symptoms, especially concerning aggressive and rule-breaking behavior and social problems. This survey demonstrated that IGD is a frequently occurring phenomenon among European adolescents and is related to psychosocial problems. The need for youth-specific prevention and treatment programs becomes evident.