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Information Journal Paper

Title

REPRESENTATION OF CULTURAL IDEOLOGIES IN COMPUTER GAMES

Pages

  99-131

Abstract

 This article aims to study the representation of CULTURAL VALUES in computer games. We conducted a semiotic analysis on three computer games sponsored by three Iranian state organizations. The goal of the research was to investigate how Iranian game makers presented CULTURAL VALUES in the content of the computer games. With a qualitative approach, we used Roland Barthes’ semiotic method to analyze cultural codes and Philip Tagg's method to study media signs. The results indicate that the computer games did not use certain game capacities such as interactivity and player-made narrations. In terms of CULTURAL VALUES, the findings show that there is a close relationship between ideological content of the games and the cultural ideologies of the game producing organizations.

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  • Cite

    APA: Copy

    KHANIKI, HADI, & BAREKAT, MAHYA. (2016). REPRESENTATION OF CULTURAL IDEOLOGIES IN COMPUTER GAMES. NEW MEDIA STUDIES, 1(4 ), 99-131. SID. https://sid.ir/paper/264645/en

    Vancouver: Copy

    KHANIKI HADI, BAREKAT MAHYA. REPRESENTATION OF CULTURAL IDEOLOGIES IN COMPUTER GAMES. NEW MEDIA STUDIES[Internet]. 2016;1(4 ):99-131. Available from: https://sid.ir/paper/264645/en

    IEEE: Copy

    HADI KHANIKI, and MAHYA BAREKAT, “REPRESENTATION OF CULTURAL IDEOLOGIES IN COMPUTER GAMES,” NEW MEDIA STUDIES, vol. 1, no. 4 , pp. 99–131, 2016, [Online]. Available: https://sid.ir/paper/264645/en

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