ارزیابی اثرات بازیهای اندرویدی در تاب آوری اجتماعی شهرها نمونه موردی شهر اراک

نوع مقاله : مقاله پژوهشی

نویسندگان

1 دانشیار گروه جغرافیا و گردشگری دانشگاه کاشان، کاشان، ایران.

2 دانشجوی کارشناسی ارشد

3 کارشناسی دانشگاه فردوسی

چکیده

امروزه بازی های رایانه ای یکی از پر تقاضا ترین کالاها در جهان تبدیل شده تا جایی که از نظر درامد از صنعت سینما هم پیشی گرفته است و هر ساله در حال تکامل و پیشرفت هستند که امروزه نوع جدید این بازی ها با عنوان بازی های اندرویدی قابل نصب بر روی تلفن های همراه هوشمند رواج بسیاری پیدا کرده اند.از طرف دیگر بخاطر تاثیری که این بازی ها بر روی افراد می گذارند به ابزای جهت رسیدن به اهداف برخی کشورها تبدیل شده اند و حتی انها را برای گروه، قشر، یا کشور خاصی روانه بازار می کنند. لذا در این پژوهش که هدف آن مدل سازی ساختاری ارزیابی اثرات بازیهای اندرویدی در تاب آوری اجتماعی نوجوانان و جوانان در شهر اراک و دارای ماهیتی کاربردی است با روش تحلیلی – توصیفی و با ابزار پرسشنامه محقق ساخته، تاثیر بازی های اندروید را در تاب آوری اجتماعی نوجوانان و جوانان شهر اراک با تاکید بر شاخص هایی چون اسلام ستیزی، قوانین، رفاه اجتماعی، فرهنگ، تجربه مورد بررسی قرار دادیم. حجم نمونه پژوهش، 190 پرسش نامه محاسبه شد و برای استنباط های علمی، مدل‌سازی و معادلات ساختاری به کار گرفته شده است. نتیجه پژوهش حاکی از آن است که که عوامل ذکر شده تاثیر بسیار زیادی از بازی های اندرویدی پذیرفته و در نهایت بر تاب آوری اجتماعی نوجوانان و جوانان تاثیر گذاشته و آن را کاهش می دهد.
اثرات این بازی ها را در شش بعد و شاخص مورد بررسی قرار دادیم که در روند نتیجه گیری این پژوهش اثرات این ابعاد و شاخص ها مورد تایید قرار گرفتند. همچنین نتایج نشان می دهد که بازی های اندروید تاثیرات زیادی بر تاب آوری اجتماعی نوجوانان و جوانان شهر اراک داشته است

کلیدواژه‌ها


عنوان مقاله [English]

Evaluating the effects of Android games on the social resilience of cities Case study of Arak city

نویسندگان [English]

  • yones Gholami 1
  • ali mirezaii 2
  • sommaee shahrokhi 3
1 Associate Professor, Department of Geography and Tourism, University of kashan, Kashan, Iran
2 MA studant
3 Ma student
چکیده [English]

Abstract
Today, computer games have become one of the most demanded products in the world, to the point where they have surpassed the cinema industry in terms of revenue, and they are evolving and improving every year. Today, the new type of these games as Android games that can be installed on smart phones have become very popular. On the other hand, because of the effect these games have on people, they have become a tool to achieve the goals of some countries and even market them for a certain group, stratum, or country. Therefore, in this research, the purpose of which is the structural modeling of the evaluation of the effects of Android games on the social resilience of teenagers and young people in Arak city, and it has a practical nature, with the analytical-descriptive method and the questionnaire tool, the researcher investigated the effect of Android games on social resilience. We examined the youth of Arak city with emphasis on indicators such as anti-Islamism, laws, social welfare, culture, and experience. The sample size of the research was 190 questionnaires and it was used for scientific inferences, modeling and structural equations. The result of the research indicates that the culture factor has the highest factor load with a weight of 0.96 and has a higher position than the rest of the indicators. After that, the factor of laws has been ranked with a factor load of 0.94, the factor of anti-Islamism and experience with a factor load of 0.84 were ranked third, the fourth rank was taken by social welfare with a factor load of 0.80, and finally Resilience with a factor load of 0.80 is ranked last. Finally, in the resiliency factor, two items obtained the highest rank, which include the reduction of social skills of teenagers and young people and the lack of interaction in society, as well as the isolation of teenagers and young people, which had the highest factor load with 0.82. This shows the confirmation of the research hypothesis.
Extended Abstract
 
Introduction
Cities have suffered many damages and natural disasters throughout history, and this indicates that they are very vulnerable. Therefore, in dealing with and reducing the effects of these disasters, they should be designed in such a way that the least amount of damage is seen. In recent years, with the increase in the population of cities, social risks such as delinquency, crime, crime, etc., such as natural disasters, threaten the community of cities, and creating resilient and resistant cities against social crises is a very important issue in urban planning and urban design. are considered important. The expansion of raiyat games, which are designed based on the think tanks of powerful countries, have an impact on the lives of people, especially teenagers and young adults. Because their creators try to act in the design of these games in such a way that by using different arts and attracting more audience, teenagers and young people will gradually lead towards their goals by immersing themselves in the game. This issue worries families and makes their responsibility in raising children heavier. Considering the effects of these games on teenagers and young people, as well as the wide-ranging effects on their lives and future, the negative effects of these games on social resilience and the impact on urban resilience were analyzed and identified, and suggestions were made to resolve them.
 
Methodology
The current research method is descriptive-analytical and practical in terms of purpose. In this research, the information was collected through the library method and online questionnaire and published on social networks or sending links randomly. Considering that the city of Arak has a population of 520,944 according to the 2015 census, the statistical population includes all fathers and mothers with teenage and young children, who of course live in the city of Arak, who after completing the questionnaire and according to the variance From the initial sample, the sample size was calculated to be 190 people. In order to explain and model the effects, structural equation modeling (SEM) was used in Amos software. Cronbach's alpha test was used to measure the reliability of the research tool, which was taken separately for each of the main indicators.
 
Results and Discussion
The findings of structural equation modeling indicate that among the indicators of Android games, which one is more important and has more obvious effects than the rest of the specified parameters. We can see that in the structural model of research, Android games as an independent variable have an effect on urban resilience as a dependent variable. The second-order model of Android games consists of 6 indicators and main dimensions and 32 items and sub-sets, which were removed in the modification of the model and included 30 sub-sets and items. The findings of the second-order factor model show that the culture factor is the most It has assigned a factor load with a weight of 0.96 and has a higher position than the rest of the indicators. After that, the factor of laws has been ranked with a factor load of 0.94, the factor of anti-Islamism and experience with a factor load of 0.84 were placed in the third place, the fourth place was occupied by social welfare with a factor load of 0.80 and finally Resilience with a factor load of 0.80 is ranked last. It has also been determined that among the factor variables of culture, the influence of western lifestyle on teenagers and young people has the highest factor load with 0.85. Among the culture variables, obtaining information and spying on people in these games has the highest factor load with 0.83. Among the variables of the anti-Islam index, harming religious values in these games with a factor load of 0.94 had the highest factor load. He got the rank. In the factor of social well-being, the distance and alienation of teenagers and young people from the society as a result of Android games had the largest and highest rank with a factor load of 0.91. And finally, in the factor of resilience, two items obtained the highest order, which include the reduction of social skills of teenagers and young people and lack of interaction in society, as well as the isolation of teenagers and young people, which has the highest factor load with 0.82. They said that this shows the confirmation of the research hypothesis.
 
 
 
Conclusion
The results show that Android games have had a great impact on the social resilience of teenagers and young people in Arak city. In this research, six indicators were examined, and the results show that all of them have a direct relationship with Android games and this game has a great influence on them. The culture index, which is of great importance in this research and was the most effective index of this research, shows that these games are a way for the western and colonial countries to reach their goals and convey their message to the generation that will take over the administration of the country in the future. With ways such as negation of the native values of the destination countries, such as promoting the western lifestyle, increasing deceptive behaviors, they cause change and transformation in the culture of those countries. The next indicator which is very important is the rules, it was found that the lack of family rules in these games causes disorder and also the high use of teenagers and young people, and surely the increase of the game causes a new culture and the negation of the country's laws by the individual and the normalization of destruction and rape. And it negates the laws of society. Another important indicator of anti-Islamism is that the enmity with Islam in these games is high according to most of the respondents, and therefore some of these games aim to destroy the image of Islam and bring the creators to this goal. At the same time, in terms of importance in this research, the experience is an indicator that it was found that these games, by involving the minds of teenagers and young people and immersing them in the game, go to the point where teenagers and young people try to play like heroes. And these apparently safe games are somehow considered risky. And at the end of the social index, according to the results, we can see that these games fill people's free time, and with the motivation of being like the heroes of the game, people move away from society and prevent them from socializing, and that one of these reasons is the tendency to These games are lonely for those who are mostly only children or have few brothers or sisters with a large age gap, and this makes them drawn to these games to reduce the feeling of loneliness, and this certainly changes their behavior and There are other interests as well.

کلیدواژه‌ها [English]

  • Android games
  • resilience
  • social resilience
  • teenagers and young people
  • Arak city
  1. References

    1. Achersh, & Shida. (2019). Applications of computer games. Research in humanities education, 5(16), 27-40.‎
    2. Saeed, (2008). Computer games and violence. Communication Research, 15(54), 121-139[In Persian].
    3. Bakhtiar Choudhary, M. S., Choudary, A. B., Jamal, S., Kumar, R., & Jamal, S. (2020). The Impact of Ergonomics on Children Studying Online During COVID-19 Lockdown. Journal of Advances in Sports and Physical Education, 3(8), 117–120. [In Persian].

     https://doi.org/10.36348/jaspe.2020.v03i08.001

    1. Barzegar, Ebrahim, & Lale Alizadeh, Mohsen. (2011). Soft war, anti-Islam computer games and passive defense. Soft Power Studies, 1(1), 93-117. SID. [In Persian].
    2. Cariolet, J., Vuillet, M., & Diab, Y. (2019). Mapping urban resilience to disasters - review Mapping urban resilience to disasters – a review. 0–28.
    3. Choi, E., Shin, S. H., Ryu, J. K., Jung, K. I., Kim, S. Y., & Park, M. H. (2020). Commercial video games and cognitive functions: Video game genres and modulating factors of cognitive enhancement. Behavioral and Brain Functions, 16(1), 1–14. https://doi.org/10.1186/s12993-020-0165-z
    4. Cmentowski, S., & Krüger, J. (2020). Playing with friends - The importance of social play during the COVID-19 pandemic. CHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, 209–212. https://doi.org/10.1145/3383668.3419911
    5. Delakeh, Hassan, Samra Mohsen Beigi, Shahyoundi, & Ahmad. (2017). Measuring the level of social resilience in the urban areas of Isfahan. Two Quarterly Sociology of Social Institutions, 4(9), 227-252
    6. De Pasquale, C., Chiappedi, M., Sciacca, F., Martinelli, V., & Hichy, Z. (2021). Online videogames use and anxiety in children during the COVID-19 pandemic. Children, 8(3), 1–8. https://doi.org/10.3390/children8030205
    7. Ebrahimi, Omid, and Fathi Azar, Eskandar, and Adib, Yusuf. (2017). Examining children's experiences of computer games: a phenomenological approach. Qualitative Research in Health Sciences, 7(4), 383-394.
    8. Eslami, Seyyed Yahya, & Garami, mohammad (2017). The role of architecture in the believability of computer games. World Media Magazine-Farsi Edition, 12(1).
    9. Hall, P. A., & Lamont, M. (2009). Introduction: Social resilience in the neoliberal era. In Social Resilience in the Neoliberal Era. https://doi.org/10.1017/CBO9781139542425.003
    10. HAMPLOVÁ, M., & DOSTÁL, J. (2012). Use of Computers and Computer Games in Preschool Education. Journal of Technology and Information, 4(2), 28–36. https://doi.org/10.5507/jtie.2012.029
    11. Hazrati, Motahera & Lajevardi, Seyyed Mohammad Reza, 2019, classification of computer game boundaries along with statistical analysis of game facial expressions in computer games, the third national conference of electrical and computer engineering, distributed systems and smart networks, Kashan, [In Persian].
    12. Hosseinzadeh Dalir, Karim. Mohammadian, Mehrdad. Sardari, dream. (2019) An overview of the concept of urban resilience, urban design studies and urban researches, second year summer (August) 2018 number 3Ketabchi, Emad and Saipour, Maryam, 2017, Urban Resilience: Presenting a Conceptual Model of Urban Planning and Management.
    13. Khaniki, Hadi & Barkat, Mahy (2015). Representation of cultural ideologies in computer games. New Media Studies, 1(4), 131-99.‎
    14. Keck, M., & Sakdapolrak, P. (2013). What is social resilience? lessons learned and ways forward. Erdkunde, 67(1), 5–19. https://doi.org/10.3112/erdkunde.2013.01.02
    15. Ketabchi, Emad & Rasayipour, Maryam,) 2017(, Urban Resilience: Presenting a Conceptual Model of Urban Planning and Management.
    16. Lak, azadeh. (2012). Resilient urban design. Safa, -(60), 91-104.
    17. Leichenko, R. M. (2018). Climate Change and Urban Resilience. May 2011. https://doi.org/10.1016/j.cosust.2010.12.014
    18. Li, F. W. B. (2005). Computer Games. 1–15.
    19. Liu, E. Z. F., Lee, C. Y., & Chen, J. H. (2013). Developing a new computer game attitude scale for taiwanese early adolescents. Educational Technology and Society, 16(1), 183–193.
    20. Maclean, K., Cuthill, M., & Ross, H. (2014). Six attributes of social resilience. Journal of Environmental Planning and Management, 57(1), 144–156. https://doi.org/10.1080/09640568.2013.763774
    21. Maguire, B., & Hagan, P. (2007). Disasters and communities: Understanding social resilience. The Australian Journal of Emergency Management, 22(2), 16–20.
    22. Mansouri, Ravanbakhsh. (2013). The function of computer games in adolescent behavior. Media Studies, 7(No. 4 (Serial 19)), 141-150.‎ [In Persian].
    23. Namjouyan, Farrokh, Razavian, Mohammad Taghi, Sarvar, Rahim. (2016). Urban resilience is a binding framework for the future management of cities. Geographical Land 14(55), 81-95.
    24. Nyitray, K. J. (2019). Game On to Game After. 59(1), 7–12.
    25. Obrist, B., Pfeiffer, C., & Henley, R. (2010). Multi-layered social resilience: A new approach in mitigation research. Progress in Development Studies, 10(4), 283–293. https://doi.org/10.1177/146499340901000402
    26. Parvin, Fatemeh & Jamshidi, Mohammad Javad, 2021, Examining and explaining the applications of computer games, the second international conference on new challenges and solutions in industrial engineering and management and accounting, Damghan, https://civilica.com/doc/1244478Pourmohseni, Vafai, & Azadfalah. (2004). The effect of computer games on the mental rotation ability of adolescents. Cognitive Science News, 23(6), 75-84
    27. pourmohseni Fereshteh, Vafaie Maryam, Azad Falah Parviz. The Assessment of The Effect of Computer Games on The Ability of Mental Rotation in Adolescents. Advances in Cognitive Sciences 2004; 6 (3 and 4) :75-84
    28. Sălceanu, C. (2014). The Influence of Computer Games on Children’s Development. Exploratory Study on the Attitudes of Parents. Procedia - Social and Behavioral Sciences, 149, 837–841. https://doi.org/10.1016/j.sbspro.2014.08.323
    29. Samhi, J., Allix, K., Bissyandé, T. F., & Klein, J. (2021). A first look at Android applications in Google Play related to COVID-19. Empirical Software Engineering, 26(4). https://doi.org/10.1007/s10664-021-09943-x
    30. Sauter, H., Feldmeyer, D., & Birkmann, J. (2019). Exploratory study of urban resilience in the region of Stuttgart based on OpenStreetMap and literature resilience indicators. XLII(August), 26–30.
    31. Squire, K. (2003). Video games and education. Computers in Entertainment, 1(1), 1–10. https://doi.org/10.1145/950566.950583
    32. Tamnai Far Mohammadreza, Chashm Brahi Siddiqueh (2013). Computer games and passive defense, Iran's Passive Defense Organization, Zanjan University, 2013, period 1
    33. Vincentbecueumonsacbe, V. B., Ecosystèmes, E. I. O., Océaniens, I., & Polynesia, F. (n.d.). Author names and affiliations : Operationalizing urban resilience to floods in embanked territories – Application in Avignon , Provence Alpes Côte d ’ Azur Region. Umr 241.
    34. Wanga, H., Joseph, T., & Chuma, M. B. (2020). Social Distancing : Role of Smartphone During Coronavirus ( COVID – 19 ) Pandemic Era. International Journal of Computer Science and Mobile Computing, 9(5), 181–188.
    35. Windle, G. (2014). What is resilience ? A review and concept analysis. May. https://doi.org/10.1017/S0959259810000420
    36. ZHENG, Y., XIE, X. L., LIN, C. Z., WANG, M., & HE, X. J. (2018). Development as adaptation: Framing and measuring urban resilience in Beijing. Advances in Climate Change Research, 9(4), 234–242. https://doi.org/10.1016/j.accre.2018.12.002

    Squire, K. (2003). Video games and education. Computers in Entertainment, 1(1), 1–10. https://doi.org/10.1145/950566.950583