mohammadreza mayeli; mohammadali mokhtari
Volume 2, Issue 6 , March 2018, , Pages 117-155
Abstract
A new chapter in US foreign policy has begun since September 2001. Emerging media Computer games with special capabilities and features can be said to have increased their impact and ...
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A new chapter in US foreign policy has begun since September 2001. Emerging media Computer games with special capabilities and features can be said to have increased their impact and influence even from media such as cinema and television. One of the most important features is the interactive nature of computer games. The purpose of this study is to investigate the role of computer games in US policy after the September 2001 incident. The research method of this research is based on the descriptive method of content analysis. Computer games are like a highway in which the audience can choose the speed, environment and even the route, but the destination is predetermined and the user is not able to change the final message. Manufacturers and designers have pushed computer games to promote violence, intimidation, sexual arousal, and other emotion-inducing techniques. According to experts, in addition to these cases, some political messages, lifestyle promotion and education are also considered by computer game designers. The September incident can be cited as an example of the control and use of media power. Games will create new conditions for their users in the future, and since the video game industry is a growing and very pervasive industry, planning for it is of special importance and requires the convergence of all those in charge of cultural affairs.