Journal of Interdisciplinary Studies in Communication and Media

Journal of Interdisciplinary Studies in Communication and Media

Investigation of the Policy of Digital Games Consumption in Iran

Document Type : Research Paper

Author
Assistant Professor in Media Management, Research Institute of Culture, Art & Comunication, Tehran, Iran
10.22034/jiscm.2023.357525.1421
Abstract
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
Keywords

Apperley, T. (2017). The Right to Play in the Digital Era. In Video Game Policy; Production, Distribution, and Consumption. Edited By Steven Conway & Jennifer deWinter. London: Routledge. pp. 193-205.
Arduini, T.(2016). "Tools of Play: Developing a Pedagogical Framework for Gaming Literacy in the Multimodal Composition Classroom" (2016). English Ph.D. Dissertations. 11. Bowling Green State University
      https://scholarworks.bgsu.edu/eng_diss/11
Benghozi, P.; Salvador, E.; Simon, J. (2017) The Race for Innovation in the Media and Content Industries: Legacy Players and Newcomers: Lessons for Policy Makers from the Video Game and Cinema Industries, The Journal of Arts Management, Law, and Society, 47:5, 346-360, DOI: 10.1080/10632921.2017.1366382.
Braun, V.; Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2): 77-101.
Conway, S.; deWinter, J. (2017). Video Game Policy; Production, Distribution, and Consumption.. London: Routledge. 
deWinter, J, (2017). Regulating Rape; The Case of RapeLay, Domestic Markets, International Outrage, and Cultural Imperialism. In Video Game Policy; Production, Distribution, and Consumption. Edited By Steven Conway & Jennifer deWinter. London: Routledge. pp. 244-258.
Flynn, R. M. (2019). Play in a Digital World: How Interactive Digital Games Shape the Lives of Children. American Journal of Play, 12(1): 54-73.
Grimshaw, M. (2014). The Oxford Handbook of Virtuality. New York: Oxford University Press.
Hakonen, H. & et al (2008). Learning to make computer games: an academic approach, TUCS Technical Report.
Jenkins, H. (2006). Convergence culture: where od and new media collide. New York University Press.
Király, O. et al (2017). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions,
1–15. doi:10.1556/2006.6.2017.050 
Kocurek, C., (2017). Against the Arcade; Video Gaming Regulation and the Legacy of Pinball. In Video Game Policy; Production, Distribution, and Consumption. Edited By Steven Conway & Jennifer deWinter. London: Routledge. pp. 206-216.
Macey, J. et al (2020): Does esports spectating influence game consumption?, Behaviour & Information Technology, DOI:10.1080/0144929X.2020.1797876
Mystakidis, S. (2022). Metaverse. Encyclopedia, 2: 486–497. https://doi.org/10.3390/ encyclopedia2010031.   
Nichols, R. (2017). Curt Schilling’s Gold Coins; Lessons for Creative Industry Policy
 in Light of the 38 Studios Collapse. In Video Game Policy; Production, Distribution, and Consumption. Edited By Steven Conway & Jennifer deWinter. London: Routledge. pp. 217-229.
OECD (2019). Challenges to consumer policy in the digital age. Background Report of G20 International Conference on Consumer Policy. Tokushima, Japan, 5-6 September.
Picard, Robert G. (2020). Media and Communications Policy Making: Processes, Dynamics and International Variations. London: Palgrave Macmillan
Saunders, M., Lewis, P., & Thornhill, A. (2009). Research Methods for Business Students. Research methods for business students (p. 649)
Strauss, A.; Corbin, J. (1998). Basics of Qualitative Research: Techniques and Procedures for Developing Grounded Theory. Thousand Oaks, CA: Sage Publications, Inc.
Wanick, V.; Mataruna, L. (2021). The state of digital gaming and play post-COVID AUTHOR. Information Technology innovations in Economics, Finance, Accounting, and Law. 2(2).