مطالعات رسانههای نوین (Oct 2021)
Drawing patterns of behaviors and communication actions of computer gaming users in Video Game clubs(GameNets) of Tehran
Abstract
Today, Computer Games have emerged as a new field for the development of new media in the dimension of socialization, which according to many experts, in the coming years will become the number one entertainment industry in the world. On the other hand, gamenets in Iranian society as a place where the behaviors and communication actions of video and computer game users have a special place in drawing Cultures of Gaming in societies, including the Iranian society, so this article is aimed at answering the question, what is the pattern of behaviors and communication actions of computer game users in the GameNets of Tehran?Therefore, to answer this question, the researcher based on the participant observation method observed 35 gamenets in Tehran by cluster sampling and along with 53 semi-structured interviews with the users of these gamenets based on available samples, and notes and pictures prepared By observers and also referring to the Social networking pages of these communities, the obtained data were analyzed using the method of Thematic analysis and based on the Wolcott model. As a result, 17 patterns of behaviors and communication actions were obtained, such as the emotion-tone pattern, the gender mixing pattern, and the modification of action and behavioral obscenities, and the non-response pattern to insults and humiliation, reflecting the status of a Back-Stage community
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