نوع مقاله : مقاله پژوهشی
عنوان مقاله English
نویسنده English
By becoming a cultural industry and having the possibility of conveying the message and concept and educational function, digital games require more serious attention in the field of policy-making. The current research aims to identify the effective factors and discover the challenges related to the consumption policies regarding digital games in the country in order to properly face the consumption in this industry. Qualitative method was used to conduct this research. The research was conducted in such a way that after conducting an in-depth interview with fourteen experts, we used the thematic analysis of the network approach to analyze the data. By analyzing the data, the type and manner of policy making, the player's access method, the formulation of intellectual property laws and its executive guarantee, and maintaining the rights of users as components; the inadequacy of existing policies, the quality of foreign products, the monotony of Metaverse products, and the lack of a final trustee and authority in the field of consumption monitoring as challenges; and digital games’ literacy, scientific exploitation of this industry and more integrated policymaking were identified as solutions in digital game’s consumption policy-making
کلیدواژهها English