Abstract:
This paper will examine the question of how widespread the use and the tendency to use computer games are across world. Also it will review the phobia and pathological effects these games have had in various societies including Iran. This is an important scientific issue that we thought needs to be addressed، as many countries are experiencing it. In the meantime، we realize such an issue can not be addressed in one paper only، which is why we here focus on evaluating the factors that are involved in creating a tendency and motivation towards using these games. Methodologically speaking، the unit of analysis for such study includes those users who visited game clubs and coffee nets in Yazd city during the year 2012. We chose units of observation from among these game users through cluster sampling technique which in the end we managed to select 195 samples. Also we used a researcher-made questionnaire to launch our survey research for collection of the required data. Some of the findings of the data analysis indicate that variables such as the game’s level of violence، illusory world of the game، level of competence and encouraging user to quarrel، had a significant correlation with variables such as the tendency to use the game. The regression equation test also indicated that the variable of level of illusory and being imaginative، on one hand and level of games’ competing mood were correlated with a correlation coefficient of 0.538 indicating it can predict %29 of the tendency towards using such games. As the concluding remark we can also refer to factors creating tendency to computer games، of which users’ needs are the most important factor، especially those needs that the medium tries to provide and encourage the users to come back for the game.
Machine summary:
The results of the study indicate that variables such as game violence, the characteristic of escaping real-life limitations in games, competition, and the desire to fight in games are related to variables such as the tendency towards computer games, a relationship that this article discusses.
Therefore, audiences are active and their formation can be logically explained; B) Each audience is aware of their media needs, which stem from personal (individual) and social (shared) roots, are aware and can express these needs in the form of various motivations; C) The personal use of media plays a greater role than aesthetic or cultural principles in shaping audiences; and D) All or most of the factors influencing audience formation (motivations, expected or achieved satisfaction, media choices, and background variables) can be theoretically determined (McQuail, 1382, p.
In fact, this variable measures to what extent the tendency towards computer games among respondents is due to the violence in games and satisfying this need in audiences, and whether the violence in games has an impact on their level of inclination.
This relationship confirms those theoretical models that have been drawn up for this theory and consider the needs of the audience as a reason for the continued use of the media and greater inclination towards it.
This relationship confirms the theory of uses and gratifications, as it shows that audiences are more inclined towards these games by satisfying the need (escaping the limitations of real life).