نوع مقاله : مقاله پژوهشی
نویسندگان
1 دانشیار گروه جغرافیا و گردشگری دانشگاه کاشان، کاشان، ایران.
2 دانشجوی کارشناسی ارشد
3 کارشناسی دانشگاه فردوسی
چکیده
کلیدواژهها
عنوان مقاله [English]
نویسندگان [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]
References
https://doi.org/10.36348/jaspe.2020.v03i08.001
Squire, K. (2003). Video games and education. Computers in Entertainment, 1(1), 1–10. https://doi.org/10.1145/950566.950583