فهرست مطالب

مطالعات رسانه های نوین - سال نهم شماره 34 (تابستان 1402)

نشریه مطالعات رسانه های نوین
سال نهم شماره 34 (تابستان 1402)

  • تاریخ انتشار: 1402/06/29
  • تعداد عناوین: 12
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  • کامران فرج زاده*، محمدتقی تقوی فرد، عباس طلوعی اشلقی، علیرضا رشیدی کمیجان صفحات 1-32

    امروزه بسیاری از زمینه های تحقیقاتی و کسب وکار به نوعی با افکار، تصویرها و الگوهای ذهنی کاربران و مخاطبان خود سروکار دارند . لذا شناخت و آگاهی از نحوه ی طرز فکر افراد، مشتریان و مخاطبان یک مجموعه در مورد آن، تاثیر فراوانی بر اخذ تصمیمات مناسب از سوی مدیران آن مجموعه، درراستای پیشبرد اهداف و حل مسایل مختلف دارد. از طرفی جمع آوری داده از کاربران، به جهت رسیدن به اهداف و نتایج تحقیق، با استفاده از روش های سنتی معمولا زمان بر و همراه با بی دقتی است. هدف از پژوهش حاضر ارایه رویکردی نوین جهت جمع آوری داده از افراد، به منظور سنجش ادراک آنان در خصوص یک موضوع معین، در قالب یک مطالعه ی موردی می باشد. در این تحقیق جهت بررسی رضایت مندی کاربران سه اپلیکیشن تاکسی های اینترنتی در ایران، به نام های اسنپ، تپسی و کارپینو، از نظرات آنان در شبکه اجتماعی توییتر استفاده گردید. روش تحقیق در پژوهش حاضر به لحاظ هدف کاربردی و ازنظر ماهیت، توصیفی است. جامعه آماری، کلیه کاربران سه اپلیکیشن یادشده و عضو در شبکه اجتماعی توییتر، می باشند که نظرات خود را در رابطه با این اپلیکیشن ها منتشر می نمایند. در طول انجام تحقیق، درمجموع 682 نظر از توییت های مربوطه به صورت مقطعی، در بازه زمانی تابستان 1400، با استفاده از رابط برنامه کاربردی توییتر و هشتک های مرتبط، جمع آوری گردید.

    کلیدواژگان: تحلیل احساسات، متن کاوی، نحوه تفکر افراد، توییتر، تاکسی اینترنتی
  • سید محمدباقر جعفری*، علیرضا امیرکبیری، حسین امجدی صفحات 33-77

    استفاده روزافزون شهروندان از خدمات وب 2.0 و رسانه های اجتماعی که اکثرا هم بومی نیستند لزوم تلاش دولت برای ورود به عرصه خدمات رسانی از طریق ابزار رسانه های اجتماعی را جدی تر می نماید. در این مقاله به دنبال پاسخگویی به این سوالات هستیم که اگر دولت بخواهد برای خدمات رسانی از طریق ابزار رسانه های اجتماعی عمل نماید، اولا چه مجموعه عوامل تاثیرگذاری وجود خواهد داشت و دوما کدام یک از این عوامل پیشران و کدام یک به عنوان عامل پیشگیر در مسیر حرکت دولت عمل خواهند نمود. برای انجام این پژوهش، از روش فراترکیب استفاده به عمل آورده شده است. برای دست یابی به تعداد مقالات مناسب بررسی، از روش 7 مرحله ای فراترکیب سندلوسکی و باروسو استفاده شد. نهایتا تعداد 39 مقاله موردبررسی واقع شد. برای ارزیابی کیفیت 39 منبع نهایی از ابزار گلین استفاده شد. تمام 39 منبع نهایی توانستند نمره بالای 75 درصد را کسب نمایند. بررسی این مقالات از طریق روش فراترکیب نهایتا ما را به شناسایی 4 عامل، مدیریتی، سازمانی، انسانی و زیرساختی رهنمون شد. هرکدام از این عوامل شامل زیرعامل هایی هستند که با توجه به ادبیات موردبررسی به عنوان پیشران و یا پیشگیر بر سر راه استفاده دولت از رسانه های اجتماعی برای خدمات رسانی، عمل می کنند. برای تعین پاسخ به نوع تاثیر عامل (پیشران بودن و یا پیشگیر بودن) با توجه به متن پژوهش ها و همین طور محدودیت های موجود در کشور از این منظر، تصمیم گیری شد.

    کلیدواژگان: رسانه های اجتماعی، وب 2.0، دولت، خدمات اجتماعی
  • مهرنوش متحدین، فریبرز درتاج*، فاطمه قائمی، رضا قربان جهرمی صفحات 79-103

    گسترش استفاده از اینترنت ابعاد مختلف زندگی انسان را تحت تاثیر قرار داده به نحوی که استفاده بی رویه از اینترنت با آسیب های متعدد فردی و اجتماعی همراه گردیده است. در این رابطه، پژوهش حاضر باهدف تعیین نقش میانجی راهبردهای تنظیم هیجان و مقابله اجتنابی در رابطه بین نیازهای بنیادین روان شناختی و استفاده آسیب زا از اینترنت انجام گرفت. روش پژوهش توصیفی از نوع همبستگی بود. جامعه آماری شامل کلیه دانشجویان دانشگاه آزاد اسلامی واحدهای علوم و تحقیقات، مرکزی و کرج در سال تحصیلی 99-1398 بود که با استفاده از روش نمونه گیری خوشه ای، تعداد 397 نفر به عنوان نمونه انتخاب شدند. ابزار گردآوری داده ها شامل پرسشنامه های استفاده آسیب زا از اینترنت، تنظیم شناختی هیجان، نیازهای بنیادی روانی و پرسشنامه مقابله با موقعیت های استرس زا بود. داده ها با روش تحلیل مسیر و با کمک نرم افزار Spss و Amos تجزیه وتحلیل شد. یافته ها نشان داد نیازهای بنیادین روان شناختی بر استفاده آسیب زا از اینترنت دارای اثر مستقیم نیستند اما اثرات غیرمستقیم نیازهای روان شناختی از طریق تنظیم شناختی هیجان و مقابله اجتنابی بر استفاده آسیب زا از اینترنت معنادار بود (0.05>P)؛ بنابراین، درمانگران و مشاوران بایستی در مداخلات مختلف به منظور کاهش استفاده آسیب زا از اینترنت، به نقش میانجی راهبردهای تنظیم هیجان و مقابله اجتنابی نیز توجه داشته باشند.

    کلیدواژگان: استفاده آسیب زا از اینترنت، مقابله اجتنابی، تنظیم هیجان، نیازهای بنیادی روانشناختی
  • الهام حیدری*، نادر سید کلالی، مهتاب میرزایی صفحات 105-127

    در محیط کسب وکار کنونی، افزایش شدت رقابت و عدم اطمینان محیطی باعث شده است که مدیران ارشد برای بهره گیری از فرصت های گوناگون، به عواملی که بر عملکرد سازمان تاثیرگذار است توجه ویژه ای مبذول کنند. پژوهش حاضر به موضوع تاثیر جهت گیری بازار که یکی از انواع جهت گیری های استراتژیک محسوب می شود، بر عملکرد کسب وکار با تاکید بر نقش میانجی پذیرش شبکه های اجتماعی می پردازد. این مطالعه پژوهشی پیمایشی است و به منظور انجام آن نظرات مدیران و روسای شعب شرکت های بیمه آسیا در شهر تهران موردسنجش قرار گرفته است. نمونه آماری تحقیق بر اساس فرمول کوکران شامل 158 شعبه مختلف شرکت بیمه آسیا در شهر تهران در نظر گرفته شده است. نتایج پژوهش نشان می دهد که جهت گیری بازار بر عملکرد کسب وکار با نقش میانجی پذیرش شبکه های اجتماعی تاثیرگذار است؛ بنابراین می توان گفت جهت گیری بازار صرف نظر از تاثیر مستقیم بر عملکرد کسب وکار، می تواند به طور غیرمستقیم از طریق تاثیرگذاری بر پذیرش شبکه های اجتماعی، زمینه رشد عملکرد شرکت را فراهم آورد.

    کلیدواژگان: جهت گیری بازار، عملکرد کسب وکار، پذیرش شبکه های اجتماعی
  • ریحانه رفیع زاده، میترا معنوی راد*، نیکلا لیبراتی صفحات 129-157

    بازی های ویدیویی از پرمخاطب ترین انواع هنر های نورسانه ای به شمار می آیند که به دلیل تعاملی بودن و حضور واسطه های کنترلی، که میان بازی و بازیکن اتصال برقرار می کنند، از اهمیت بسزایی برخوردار هستند. طرح این پرسش که چگونه کنترل گرها در بازی های ویدیویی، طرح واره بدنی بازیکن را در جهان بازی ویدیویی نگاشت می کنند، هدف اصلی این پژوهش بود. روش پژوهش مورد کاوی بوده و گردآوری مطالب به صورت کتابخانه ای انجام شد و شامل اسناد ویدیویی و مشاهده بوده است. برای تحلیل داده ها از روش «تبیین ساختارها» استفاده شد. یافته های پژوهش نشان داد که بازیکن با استفاده از کنترل گرهای مبتنی بر حرکت، کنش بیشتری داشت و کنترل گر نگاشت متجانسی از طرح واره بدن برجهان بازی انجام می داد. اما نتایج بیانگر این مسیله بودند که به دلیل انقطاع مادی میان دو جهان مجازی و فیزیکی و مشکلاتی نظیر عدم تولید نیروی بازخوردی و مسایل ناشی از عملکرد هوش مصنوعی، شاکله بدن با فقدان دریافت اطلاعات صحیح در کارکرد خود مواجه شد و بازیکن نمی توانست حسی واقعی و متناسب با عمل خود را تجربه کند.

    کلیدواژگان: بازیکن، تن یافتگی، شاکله بدن، نگاشت، واسطه کنترلی
  • سعیده امینی*، محمدعلی دادگسترنیا صفحات 159-204

    مقاله حاضر درصدد مطالعه واکنش کاربران فضای مجازی به «روایات تعدی جنسی» در شبکه اجتماعی توییتر است. پس از فراگیری جنبش Me Too در سال 2017 در شبکه های اجتماعی جهانی، کاربران ایرانی نیز از این هشتگ برای بیان روایات آزار خود استفاده کردند، این روایات در بازه زمانی فروردین 1399 تا بهمن 1400 بررسی شدند. برای مطالعه مذکور چارچوب مفهومی مناسبی تدوین و از روش داده کاوی و تحلیل مضمون استفاده گردید. این پژوهش به بررسی واکنش های رسمی به این کارزار در قالب سه خبرگزاری مهر، ایسنا و ایرنا و واکنش های غیررسمی به آن طی سه موج افزایش توییت های کاربران در این کارزار پرداخته است. از مهم ترین نتایج حاصله کشف مضامین ذیل بودند؛ تعلیق خودخاموشی عاطفی، تهییج عواطف اجتماعی، احساس همدلی، احساس مسیولیت اجتماعی، رتوریک زنانه، ترومای ماندگار و مذمت کارزار. در پایان ضمن اشاره به زمینه های اجتماعی-تاریخی در برجسته سازی این مسیله که منجر به بازتاب آن در فضای مجازی شده، جریان انتقادی کارزار نیز موردتوجه قرار گرفته است.

    کلیدواژگان: تعدی جنسی، کارزار، توییتر فارسی، علوم اجتماعی محاسباتی، رتوریک
  • میلاد خدادادیان، رسول نوروزی سید حسینی*، مرجان صفاری صفحات 205-235

    هدف پژوهش حاضر تعیین نقش جنسیت بر درک محدودیت ها و انگیزه های گیمرهای ایرانی در مدل پیوستار روان شناختی (PCM) است. روش تحقیق توصیفی - تحلیلی است که به شکل میدانی انجام شد. جامعه آماری این پژوهش گیمرهای زیر 30 سالی هستند که حداقل یک ساعت در هفته بازی می کنند. ابزار جمع آوری اطلاعات پرسش نامه های فانک (2008) برای تشخیص مراحل مختلف مدل پیوستار روان شناختی، کرافورد (1991) برای تعیین محدودیت های فراغت و سیانفرون و همکاران (2011) برای سنجش انگیزه بود که پس از بررسی روایی و پایایی در اختیار نمونه ها قرار گرفت. به منظور تجزیه وتحلیل داده ها از آمار توصیفی با تاکید بر شاخص های آماری گرایش به مرکز و پراکندگی استفاده شد. ابتدا سطوح پیوستار روان شناختی برای هر یک از شرکت کنندگان بر اساس نمراتشان شناسایی شد. از آزمون t مستقل برای بررسی تفاوت محدودیت ها و انگیزه های گیمرهای زن و مرد در سطوح مختلف PCM استفاده شد. نتایج نشان داد که بین زنان و مردان در درک محدودیت ها و انگیزه های گیمر ها در مراحل مختلف PCM تفاوت معناداری وجود داشت. بر اساس نتایج می توان این گونه نتیجه گیری کرد که جنسیت عامل مهمی در انگیزه های مشارکت و محدودیت های ادراک شده گیمرهای ایرانی است و هرقدر به سطوح بالاتر پیوستار روان شناختی می رویم میزان تاثیرگذاری جنسیت در انگیزه ها و محدودیت ها بیشتر خواهد شد و تعداد گیمرهای مرد در مراحل جذب، دل بستگی و وفاداری بیشتر از گیمرهای زن است.

    کلیدواژگان: جنسیت، محدودیت های فراغت، انگیزه مشارکت، PCM، گیمر
  • محمد برجعلی زاده، علی جعفری* صفحات 237-277

    بر اساس مطالعات جهانی، رسانه های نوین مرزهای اقلیمی و جغرافیایی را از شمول دایره قدرت دولت ها و حکومت ها خارج می سازد. از طریق تاثیرگذاری بر احساس امنیت و آزادی شخصی، مردم را قدرتمند می نماید و شکل دادن به عناصر رفتاری انسان را تسهیل می کند. این رسانه ها بستر لازم برای ظهور بازیگران جدید و رقابت آشکار با قدرت های سنتی را فراهم نموده و به عنوان ابزاری قدرتمند برای جابجایی قدرت در جوامع سیاسی نقش آفرینی می کنند. هدف از تحقیق حاضر بررسی نقش رسانه های نوین در جابجایی قدرت در جوامع سیاسی است که با روش پیمایش و با استفاده از ابزار پرسشنامه صورت گرفته است. جامعه آماری تحقیق متشکل از اساتید دانشگاه و کارشناسان رسانه ها است. حجم نمونه 402 نفر است که با استفاده از روش نمونه گیری خوشه ای سیستماتیک، برگزیده شدند. یافته ها نشان داد، همه جنبه های رسانه های نوین (تلویزیون های فراسرزمینی، اینترنت، فضای مجازی، شبکه های اجتماعی و روزنامه نگاری الکترونیک) در جابجایی قدرت نقش دارند اگرچه میزان نقش آفرینی یکسان نیست. از میان رسانه های موردبررسی، دو عامل شبکه های ماهواره ای و اینترنت در گسترش مردم سالاری سهم بیشتری دارند. همچنین شبکه های ماهواره ای فارسی زبان از طریق افزایش مطالبات مردم و شبکه های اجتماعی مجازی با افزایش اطلاعات و آگاهی، میزان مشارکت مردم در روند مردم سالاری در جمهوری اسلامی ایران بیشترین نقش را ایفاء می کنند.

    کلیدواژگان: رسانه های نوین، جابجایی قدرت، دمکراسی، جامعه سیاسی
  • سید علی شریفی فرد، محمد احمدپناه، سید علی قطبی*، هانیه قبله وردی صفحات 279-317

    یکی از حوزه های بسیار مهم و پرطرفدار فضای مجازی، بازی های دیجیتال یا بازی های مبتنی بر رایانه است. با توجه به جذابیت و فراگیری روزافزون بازی های مبتنی بر رایانه، به ویژه برای کودکان و نوجوانان، پرداختن به این حوزه از اهمیت فراوانی برخوردار است. در مطالعه پیش‍رو، اطلاعات معتبر در زمینه‍ی سبک‍ها و بازی های پرطرفدار، میزان درآمدهای حاصل از سخت افزار و نرم افزار این صنعت در ایران و جهان و نقاط ضعف و قوت بازی های ایرانی، با روش مرور سیستماتیک، مورد بازبینی و بررسی قرار گرفت. نتایج تحلیل ها نشان داد که متخصصین حوزه‍ی بازی های رایانه‍ای، ازلحاظ منطقی و تجربی، می‍توانند با تحلیل مهندسی، زیبایی‍شناختی و روان‍شناختی بازی های پرطرفدار و ارایه‍ ی ایده‍‍های نوآورانه شامل داستان‍های جدید و جذاب، رعایت جذابیت‍های دیداری-شنیداری، کاربرد مولفه های روان‍شناختی مثبت و موثر در شروع، ادامه و اتمام بازی و چگونگی پیوستگی مراحل و پاداش‍های موثر و به هنگام در طول بازی و نیز موسیقی خوب و متناسب، بازی های با کیفیت بالا و جذاب با استفاده از ظرفیت‍های داخلی و رعایت جنبه‍ های فرهنگ ایرانی طراحی کنند؛ بنابراین، مشخص شد که بازی سازی یک کار تیمی و تخصصی دقیق و چندجانبه است. هم چنین، در پایان، به تاثیر پاندمی کووید-19 بر بازی ها و تعامل صنعت رمزارزها و صنعت گیم اشاره شد که از این رهگذر تیم های بازی سازی آینده می توانند به شرایط خاص (مانند کووید-19) و صنعت رمزارزها در حوزه بازی سازی توجه داشته باشند.

    کلیدواژگان: صنعت سرگرمی، بازی های دیجیتال، بازی های مبتنی بر رایانه، طراحی، بومی سازی، مرور سیستماتیک
  • شاهین مظفری، مرتضی شفیعی*، حمید محمودیان عطاآبادی صفحات 319-364

    در سال های اخیر، شبکه های ماهواره ای باقابلیت های متنوعی که دارند، توانسته اند اثر قابل تاملی بر همه ابعاد زندگی بشر ازجمله زندگی روزمره و انتخاب سبک زندگی همه اقشار جامعه به ویژه جوانان داشته باشند. لذا هدف این پژوهش سنجش عملکرد شبکه های ماهواره ای فارسی زبان بر سبک زندگی جوانان و از منظر شاخص های بوردیو به وسیله مدل تحلیل پوششی داده ها است. به منظور پیاده سازی مدل، ابتدا به بررسی مطالعات کتابخانه ای در موردبررسی تاثیر شبکه های تلویزیونی و ماهواره ای بر سبک جوانان از منظر بوردیو پرداخته شد و سپس بر اساس نظرات صاحب نظران در این زمینه؛ شاخص های ورودی و خروجی پژوهش مشخص شد و با توجه به عدم قطعیت بسیاری از شاخص ها از مدل تحلیل پوششی داده های ناهموار استفاده گردید. به این صورت که متغیرهای ناهموار با استفاده از سطح α به بازه تبدیل گردیدند و یک مدل تحلیل پوششی داده های بازه ای تشکیل شد و کارایی بازه ها محاسبه شد. سپس با استفاده از روش رتبه بندی MRA به رتبه بندی و مقایسه بازه های کارا پرداخته شد. سپس آنالیز حساسیت مدل در سطوح مختلف α انجام گرفت و مقدار کارایی هریک از شبکه های مورد ارزیابی به دست آمد و درنهایت شبکه ها رتبه بندی شدند. نتایج پژوهش حاکی از این است که شبکه من و تو بیشترین تاثیر را بر سبک زندگی جوانان داشته است و پس ازآن بی بی سی فارسی در رتبه دوم، شبکه نسیم در رتبه سوم و شبکه جم در رتبه آخر قرار دارد. در پایان نیز راه کارهای لازم جهت جلوگیری از آثار منفی شبکه های ماهواره ای برون مرزی بر سبک زندگی جوانان و جذب بیشتر مخاطبان به شبکه های فارسی زبان داخلی داده شده است.

    کلیدواژگان: رسانه، سبک زندگی، شبکه های ماهواره ای فارسی زبان، کارایی، تحلیل پوششی داده های ناهموار
  • میثم مدرسی*، شقایق جلیلوند صفحات 365-398

    اثر شبکه های اجتماعی بر رفتار کارآفرینان در فضای مجازی رو به فزونی است. در این میان شبکه اجتماعی اینستاگرام به عنوان یکی از شبکه های پرمخاطب در حال پررنگ کردن نقش خود در شکل-دهی قصد کارآفرینی کاربران می باشد. در این راستا، هدف از پژوهش حاضر بررسی تاثیر اینستاگرام بر قصد کارآفرینی در بین دانشجویان دانشگاه سمنان می باشد. پژوهش حاضر ازنظر هدف، از نوع کاربردی و برحسب نحوه گردآوری داده ها از نوع توصیفی- پیمایشی است. جامعه آماری مطالعه حاضر را دانشجویان مشغول به تحصیل در دانشکده اقتصاد، مدیریت و علوم اداری و علوم و فناوری-های نوین دانشگاه سمنان به تعداد 2000 نفر تشکیل می دهند که بر اساس جدول مورگان 322 نفر به عنوان نمونه انتحاب شدند. همچنین، شیوه نمونه گیری تصادفی طبقه ای است. مقیاس های تحقیق برای سنجش متغیرها پرسشنامه استاندارد می باشد. در این پژوهش 6 فرضیه شکل گرفته است که تمامی فرضیات تایید شده اند. نتایج حاکی از آن است که اینستاگرام بر نگرش کارآفرینانه، هنجارهای اجتماعی کارآفرینانه و درک امکان پذیری کارآفرینانه تاثیر مثبت و معناداری دارد. افزون بر این، نگرش کارآفرینانه، هنجارهای اجتماعی کارآفرینانه و درک امکان پذیری کارآفرینانه بر قصد کارآفرینانه تاثیر مثبت و معناداری دارد.

    کلیدواژگان: اینستاگرام، شبکه های اجتماعی، قصدکارآفرینی
  • علی نوریجانی، حسین اسلامی*، سید علیرضا افشانی، حسن دهقان دهنوی صفحات 399-429

    فضای حکمرانی در عرصه جهانی منبعت و متاثر از شبکه های اجتماعی و ویژگی های غیرقابل اجتناب عصر جامعه شبکه ای، دچار تغییراتی بنیادین شده است که این تغییرات، به روزرسانی و ایجاد تحول در فضای حکمرانی «در»، «بر» و «از طریق» شبکه های اجتماعی را بدیهی و اجتناب ناپذیر می کند. ازاین رو مقاله پیش رو درصدد ارایه الگوی مطلوب و موثر برای ایفای نقش اقتداری در آینده معادلات سایبری در دنیا است تا از این طریق امکان سهیم بودن در نقش آفرینی بین المللی حوزه سایبر فراهم شود. برای نیل به هدف دستیابی به الگوی مطلوب حکمرانی دیجیتال در عصر جامعه شبکه ای ضمن بهره گیری از روش مشاهده اسنادی و مطالعات کتابخانه ای، با دستیابی به شیوه های بهره گیری سایر کشورها از این فضا برای بسط و توسعه حکمرانی داخلی و بین المللی، به بررسی دو رویکرد «حکمرانی باز» و «حکمرانی کنترلی» و اثرات هر یک در صورت اتخاذ و نحوه جایابی در مناسبات بین المللی پرداخته شده است. نتایج پژوهش حاضر نشان می دهد علی رغم اینکه عده ای بر این باورند که رویکرد حکمرانی باز در عرصه بین الملل از سوی کشورها، رویکرد غالب است، ترکیبی از هر دو و مبتنی بر نظام مسایل جوامع بر شیوه های حکمرانی سایبری آن ها اثرگذار است؛ بنابراین الگوی مطلوب حکمرانی دیجیتال، حکمرانی اقتداری منعطف و مبتنی بر نظام مسایلی است که باید در عرصه داخلی و بین المللی از سوی کشورها اتخاذ شود.

    کلیدواژگان: حکمرانی دیجیتال، جامعه شبکه ای، حکمرانی کنترلی، حکمرانی باز، شبکه های اجتماعی، حکمرانی هوشمند
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  • Kamran Farajzadeh *, Mohamadtaghi Taghavifard, Abbas Toloie Ashlaghi, Alireza Rashidi Komayjan Pages 1-32
    Introduction

    Today, many fields of research and business deal with the thoughts, images and mental patterns of their users and audiences. Knowing and being aware of the way of thinking of people, customers and audiences of a collection has a great impact on making appropriate decisions by the managers of that collection, in order to advance the goals and solve various problems. One of the important requirements of managers in any collection is to have sufficient knowledge of how they think about the collection and its performance. This helps them guide the group properly and make appropriate decisions in the way of advancing its goals. Therefore, collecting data from customers should be done with measured and accurate methods to achieve high quality information and obtain valid results. This research, by raising the question of "how can you use the analysis of people's feelings to find out how they think about a certain issue?", tries to provide a new approach on the platform of the Twitter social network to obtain reliable and high-quality information from people in relation to a certain topic. The purpose of the current research is to provide a new approach to collect data from people, in order to measure their perception about a specific issue. It will also examine the impact of the presented method on the speed, quality and cost of collecting data from people using a case study approach.

    Materials and Methods

    In this research, their comments on the social network Twitter were used to check the satisfaction of users of three internet taxi applications in Iran, namely Snap, Tapsi, and Carpino. The data collection approach used in this research was descriptive, with results used by users, managers, and researchers. The research population consisted of all users of the three applications and members of the Twitter social network who had published their thoughts about these applications. The research collected and analyzed a total of 682 relevant tweets cross-sectionally during the summer of 1400 using the Twitter application interface and related hashtags. The analysis steps included data collection, pre-processing of tweets - including linguistic, sentiment, and thematic analysis, followed by sentiment analysis.Discussion and

    Results

    The comparison of the analysis results from this research to the face-to-face interview method showed that the participation of respondents was challenging, and the traditional field method came with its own disadvantages. However, this method is able to overcome those issues and provide reliable results at a lower cost and time. Moreover, the results obtained from analyzing the data collected were similar to the results obtained through the face-to-face interview method, which speaks to the accuracy and quality of the data. Overall, the proposed method can provide valuable insights into people's thoughts and opinions on a particular topic, at a lower cost and time.

    Conclusions

    The proposed method can be widely applicable to various fields, including business, research, and even everyday life. Managers, researchers, and business owners can use it to collect data and insights from their target audience, which can be analyzed to make informed decisions. Further development of the method can lead to even more useful and accurate reports, helping individuals and businesses stay ahead of their competitors. All students and researchers dealing with data collection can use this method to conduct their studies more effectively. Additionally, market research companies can use it to gain valuable feedback from consumers, informing their next steps in providing products and services.Overall, the applications of this research are far-reaching, and it provides a valuable resource for individuals and organizations looking to better understand their audience.Keywords: Sentiment analysis, text mining, how people think, Twitter, Internet taxi.

    Keywords: Sentiment Analysis, Text Mining, how people think, internet taxi
  • Seyed Mohammadbagher Jafari *, Alireza Amirkabiri, Hossein Amjadi Pages 33-77
    Introduction

    Nowadays, social networks are an essential part of daily life, and it's safe to say that the majority of the world's population uses at least one social media platform. With the advancement of technology and the prevalence of the Internet, social networks have become an integral tool for communication and information sharing. As more citizens turn to web 2.0 services and social media platforms, governments are increasingly considering using them as a channel for service delivery. In this research, we aim to identify the factors that impact the government's use of social media for service provision. By doing so, governments can gain a better understanding of the factors that influence their decision to enter this field and take more informed steps in this regard.
    Research Question(s)
    In this article, we aim to address two key questions: if the government intends to provide services through social media tools, which set of influential factors will be at play, and which of these factors will be driving versus prevented? Identifying these factors is critical for the government to better understand the factors that influence its decision to enter this field and take more informed steps in this regard.
    Literature Review
    According to Mergel's study in 2016, the adoption of social media in the American government requires careful consideration of two key activities: strategic alignment and routinization. Strategic alignment involves ensuring that the use of social media is in line with the government's overall objectives and priorities, while routinization involves establishing clear processes and procedures for using social media, as well as ensuring that it becomes ingrained in the daily routines of government employees and citizens alike. By taking these factors into account, governments can better ensure that the use of social media for service provision is sustainable and effective.
    Gregory (2016) examined the relationship between public sector social media usage and citizens' trust in e-government websites. Using a sample of 1100 citizens in Seoul, South Korea, the study found that increased use of e-government websites is negatively correlated with citizens' satisfaction and trust. On the other hand, the findings suggested that the use of social media by the government can lead to higher levels of trust and satisfaction among citizens. While the study was limited to a single city in South Korea, it provides valuable insights into the relationship between government social media usage and public trust.
    Wukick and Mergel (2016) investigated the repurposing of social media information in American public sector institutions. The study highlighted that government organizations often default to trusted sources of social media information rather than seeking out new sources, and that private institutions may utilize social media to communicate their messages directly to citizens. These findings indicate that the use of social media may be limiting the range of information available to the public and introducing a degree of bias into public discourse.
    Reddick et al.'s (2017) research studied the utilization of social media, particularly Facebook, in providing government services. The study utilized a double-loop learning theory approach to evaluate the relationship between the government and citizens. The findings showed that the government uses Facebook to modify citizens' behavior toward organizations and promote greater support. Additionally, the study found that social media is effective in monitoring citizens' needs and prioritizing them based on different categories. Overall, this study suggests that social media can be a powerful tool in delivering government services and enhancing communication between the public sector and citizens.
    Aizhan et al.'s (2017) study examined the utilization of social media in the e-government sector for the public health sector. The research was conducted as a systematic review, in which studies related to the topic were examined. Out of 2441 related studies, 22 were fully examined. The findings of the study suggested that transparency, accountability, public participation, and cooperation were prominent characteristics of using social media in the government service sector. The study aimed at providing insights into the potential benefits of social media for public health services and highlighting the need for further research in this area.
    Medaglia and Zhu (2017) investigated the use of social media by Chinese government agencies. This study analyzed data from Weibo, a Chinese social media platform, and aimed to understand the public's opinion on government social media accounts. The study used a sample of 417 users and found that there was a lack of engagement and interaction on government social media, leading to a decrease in creative ideas. Additionally, users had a lower evaluation of government social media compared to other platforms. These findings suggest that government agencies may need to reevaluate their strategies for effectively using social media for public outreach.
    Rodriguez et al.'s (2018) study investigated the strategies employed by different governments to utilize social media for providing services to their citizens. The research was conducted on Latin American local governments and assessed the impact of differing social media strategies on citizen participation in governmental decisions. The findings showed that the use of various social media platforms by local governments can lead to increased engagement from citizens and enhance their participation in decision-making processes.
    Eom et al. (2018) addressed the issue of "Can social media increase government accountability?" This study was conducted in South Korea. The results of the study showed that the mayor of Seoul plays the most important role in Twitter networks. Especially, the mayor acts as a bridge between different categories of citizens and government officials and follows up on citizens' communications.

    Methodology

    In order to investigate the drivers and preventers of social media usage for government service delivery in a meta-composite research framework, Sandelowski and Barroso's 7-step meta-Analysis method was utilized. This approach enabled the identification of a suitable number of articles that met the inclusion criteria. After applying the Glynn tool to evaluate the quality of the articles, 39 publications were deemed suitable for inclusion in the final review. A meta-combination method was subsequently used to determine the drivers and preventers of government social media usage for service delivery. The analysis revealed four factors - managerial, organizational, human, and infrastructural - that influenced the effectiveness of social media usage for service delivery. The final decision on the type of effect (propelling or preventive) of each of the factors was made based on a comprehensive review of the literature and an assessment of the existing limitations in the country from this perspective.

    Results

    In this research, we sought to find a set of requirements that governments can identify before using social media tools to provide their services to the beneficiaries, and increase their chances of success in managing the service delivery process.
    As a result, the 4 factors affecting the government's use of social media for service delivery were identified - managerial, organizational, human, and infrastructural. A decision on the type of effect of each factor (propelling or preventive) was made based on the information provided in the research and the limitations that exist in the country with regard to this perspective.
    The management factors affecting the government's use of social media for service delivery include 4 sub-factors: transparency, enforcement, manager training, and capital budgeting. The study aimed to identify these requirements to increase the chances of success in managing the service delivery process.
    Managerial factors:1-Transparency sub-factor: preventive
    2-Executive sub-factor: preventive
    3-The sub-factor of Manager training: preventive
    4-Sub-factor of Capital budgeting: preventive
    Based on the research findings, it is clear that the government needs to pay attention to the management factors, including transparency, enforcement, manager training, and capital budgeting, when using social media to deliver services. If these factors are not adequately addressed, they may serve as obstacles to the effective use of social media for service delivery. Therefore, it is recommended that the government take into consideration these factors and implement appropriate measures to maximize the benefits of social media-driven service delivery.
     The organizational factors affecting the government's use of social media for the purpose of providing services include 3 sub-factors of organizational policies, organizational structure and communication, and organizational processes.
    Organizational factors:1-Sub-factor of organizational policies: preventive
    2-Organizational structure and communication sub-factor: Preventive
    3-Sub factor of organizational processes: preventive
    It is imperative to consider the organizational factors, including organizational policies, organizational structure and communication, and organizational processes, when using social media to deliver services. Failure to pay attention to these sub-factors will act as hurdles in the effective use of social media for service delivery.
    The human factors affecting the government's use of social media for the purpose of providing services can be broken down into four sub-factors: user education, user resistance, usability of the social media platform, and citizens' experience.
    Human factors:1-User training sub-factor: preventive
    2-User resistance sub-factor: preventive
    3-Functionality sub-factor: preventive
    4-Citizen experience sub-factor: motivator
    After examining the findings, it is clear that human factors must be taken into account in order for the government to effectively use social media. Specifically, the factors that affect success include: user education, resistance to changing behavior, usability of the social media platform, and citizen's experience. If these factors are not addressed, they can act as obstacles to the effective use of social media. However, the factor of citizen's experience - established and early habituation to using social media - can act as a driving force to encourage the government to adopt social media.
    The infrastructural factors affecting the government's use of social media for the purpose of providing services include 5 sub-factors of technical infrastructure, financial infrastructure, legal infrastructure, specialized infrastructure and cultural infrastructure.
    Infrastructural factors:1-Technical infrastructure sub-factor: motivator
    2-Sub-factor of financial infrastructure: preventive
    3-Legal infrastructure sub-factor: preventive
    4-Specialized infrastructure sub-factor: preventive
    5-Cultural infrastructure sub-factor: preventive
    It has been determined that infrastructural factors, including financial, legal, specialized, and cultural infrastructures, affect the government's use of social media for service delivery. Without these necessary components, the effectiveness of social media for this purpose may decrease. However, since the required technical infrastructure exists in the country and most regions, the infrastructure factor may serve as a driving force for successful implementation. 

    Conclusion

     The government must be motivated to use social media to serve its beneficiaries. In order for this to happen, it is essential for the government to have the necessary will to provide its services via social media. To achieve this, it is important to identify the set of factors, including advantages (motivators) and obstacles (preventives), which will affect the government's use of social media. These factors should be used to create a positive influence on the government's performance.
    With the help of motivators and stimulators, governments can increase the speed of their action. By understanding the obstacles that they may face on this path, governments can either independently or through the use of available resources, reduce or eliminate these obstacles, and streamline their actions.

    Keywords: Social Media, Web 2.0, Government, social services
  • Mehrnoosh Mottahedin, Fariborz Dortaj *, Fatemeh Ghaemi, Reza Ghorban Jahromi Pages 79-103
    Introduction

    The use of the internet has impacted various facets of human life, and its uncontrolled use is linked to multiple risks such as personal and social harms. With increased needs for internet use, alongside its benefits, the likelihood of problems, particularly Problematic Internet Use (PIU) among youth and students, rises. PIU can be caused by engaging in uncontrolled use, such as gaming, consuming adult content, or using social networking platforms. Internet addiction is characterized by obsessive and uncontrolled use of virtual programs that can lead to significant disruption and dysfunction in users' psychological, social, academic, and occupational functioning. Consequently, this study seeks to understand the impact of various variables, such as cognitive emotion regulation strategies, avoidance coping, and basic psychological needs, on PIU. The study aims to investigate whether emotion regulation and avoidance coping strategies play a mediating role in the association between basic psychological needs and PIU.

    Literature Review:

    A review of the literature indicates that addictive behaviors are commonly associated with inadequate positive emotion regulation strategies and ineffective coping with emotions, particularly in the initial stages of addiction (Clarke et al., 2020, pp.21-22). Additionally, studies have suggested that when individuals experience distress, avoidance coping strategies may lead to adverse circumstances that provoke negative emotions, causing people to spend more time on the internet to evade them (Piri et al., 2019, p.44). Furthermore, research findings demonstrate a negative correlation between internet addiction and problem-focused coping strategies, and a positive correlation between emotion-focused and avoidance coping strategies (Bahadori et al., 2011, p.183).

    Methodology

    The research method used in this study is a descriptive, correlational approach that aimed to investigate the relationship between internet addiction, cognitive and emotional regulation strategies, basic psychological needs, and coping mechanisms. The study population was all students from the Islamic Azad University, Central and Karaj Branches, with an estimated total of 25,000 individuals. The sampling method used was a multi-stage cluster sampling approach, where three clusters were randomly selected from the Islamic Azad University, including the Central and Karaj Branches. In the next stage, three classes were randomly selected from each of the faculties of Humanities, Engineering, and Basic Sciences. The sample size was determined using the Cochran formula and calculated to be 380, but it was increased to 400 to ensure sample size suitability. Ultimately, 397 questionnaires were analyzed. The data collection tools used included the Internet Addiction Test (Kaplan, 2010), the Cognitive Emotion Regulation Questionnaire (Garnefski et al., 2001), the Basic Psychological Needs Scale (Gagne, 2003), and the Coping Inventory for Stressful Situations (Endler & Parker, 1990). The background and theoretical foundations section of the study was based on library research, while the numerical data collection section was based on field research using questionnaires. To ensure confidentiality, privacy, and integrity, ethical research principles were followed throughout the study, including confidentiality, privacy, and integrity. The data were analyzed using path analysis, and the SPSS and AMOS software were utilized.

    Results

    In this study, a total of 397 participants were included, with 34% being male and 66% being female. The majority of participants (49%) reported being single, while 41% were married, and 10% were divorced. In terms of educational level, 44% were undergraduate students, and 56% were graduate students. The mean age of participants was 28.75, with a standard deviation of 3.12. The inferential findings revealed that avoidance coping had the highest correlation coefficient (0.42) with pathological internet use, followed by relatedness (0.26), adaptive coping strategies (0.23), competence (-0.14), maladaptive coping strategies (-0.14), and autonomy (0.12). Furthermore, the direct effect of autonomy on adaptive coping strategies was significant (0.30, p < 0.05), as was its effect on maladaptive coping strategies (-0.10, p < 0.05). Similarly, the direct effect of competence on adaptive coping strategies was significant (0.23, p < 0.01), as was its effect on maladaptive coping strategies (-0.33, p < 0.01). The direct effect of relatedness on adaptive coping strategies was non-significant (0.14, p>0.05), but significant for maladaptive coping strategies (-0.27, p<0.05). Additionally, the direct effect of adaptive and maladaptive coping strategies on avoidance coping was -0.32 and -0.40, respectively (p<0.01). The direct effect of adaptive coping strategies on pathological internet use was -0.19 (p<0.05), while the direct effect of maladaptive coping strategies was -0.11 (p<0.05). The direct effect of avoidance coping on pathological internet use was 0.37 (p<0.01). The study also found significant indirect effects of fundamental psychological needs on pathological internet use, with all three fundamental psychological needs (autonomy, relatedness, and competence) having indirect effects. However, emotion regulation strategies did not have significant direct effects on pathological internet use.

    Conclusion

    The study findings indicate that problematic internet use is best explained by a causal model based on basic psychological needs, which are mediated by emotion regulation strategies and avoidant coping. This suggests that addressing basic psychological needs, as well as promoting healthy emotion regulation and coping strategies, could be effective strategies for reducing harmful internet use. It is important for therapists and counselors to consider these findings when designing interventions for problematic internet use.
    Acknowledgments
    We appreciate all the participants and friends who supported us throughout this research project. We would like to extend our sincere gratitude to them for their valuable contribution to this study.

    Keywords: Problematic internet use, Avoidance Coping, emotion regulation, Basic psychological needs
  • Elham Heydari *, Nader Seyed Kalali, Mahtab Mirzaee Pages 105-127
    Introduction

    This study aims at investigating the relationship between market orientation, social networks acceptance, and business performance. These variables have been acknowledged by various scholars as having a significant impact on company performance. Company performance is influenced by a variety of factors, and researchers are attempting to uncover the roots of this performance in order to enhance the competitive potential of companies. Insurance companies, as they operate in a competitive industry and possess close relationships with customers, were selected as the focus of the study.

    Methods

    This study explored the impact of market orientation on business performance, examining the mediating role of social networks acceptance. A survey was conducted among senior executives of the Asian insurance company branches in Iran. Cochran's formula was employed to determine the sample size, resulting in a statistical population of 158 managers. The questionnaire had two sections: demography and research variables, including market orientation, social networks acceptance, and business performance. Structural Equation Modeling (SEM) and SmartPLS software were used to analyze the data.

    Results

    The study set out to examine the relationship between market orientation, social media acceptance, and business performance, and all four hypotheses were confirmed. It was found that market orientation has a positive impact on business performance, and this relationship is mediated by social media acceptance. The second hypothesis, which states that market orientation has a positive effect on business performance, was also validated. Additionally, the third hypothesis, indicating a positive link between market orientation and social media acceptance, was also supported. Finally, the fourth hypothesis, demonstrating the positive impact of social media acceptance on business performance, was also confirmed.

    Conclusion

    Regarding the results of this research, it is evident that market orientation has a positive impact on business performance. Asia Insurance managers should prioritize market-oriented structures and processes to ensure high levels of performance. Additionally, the findings suggest that companies should focus on creating marketing plans that emphasize market orientation. Market orientation is also linked to increased acceptance of social networks. Invested in new technologies, companies can identify the needs of their customers and establish strong relationships with them through social networks. The research concluded that social networks acceptance is directly correlated with improved business performance, indicating that insurance companies must utilize social networks to attract new customers and increase loyalty among existing customers. It is crucial for Asia Insurance to focus on market-oriented strategies and incorporate social networks into their operations to achieve better business performance.
    The sample of this study is limited to managers of the branches of the Asian insurance company, exclusively located in Iran. Therefore, future scholars can expand this research to other geographical locations and industries, with potentially larger samples. Additionally, the investigation can explore the influence of other mediating or moderator variables, such as cultural aspects and leadership styles, on the relationship between market orientation and performance.

    Keywords: Market Orientation, Business Performance, Social networks
  • Reihaneh Rafizadeh, MITRA MANAVI RAD *, Nicola Liberati Pages 129-157
    Introduction

    Video games are an essential phenomenon within new media art, utilizing game controllers that enable players to provide commands and receive corresponding output to interact with the system. In recent years, various controllers for video games have been introduced, some of which enable players to provide physical inputs using their entire body. Yet, it is inherent in human nature to interact with the world directly without intermediaries. In essence, the process of interacting with technology via intermediaries, such as video game controllers, introduces a new mechanism for human users. The primary aim of this research is to analyze the ways in which various controller generations in video games map the player's body schema within the game world. Moreover, the article delves into how symbiotic controllers can enhance the video game playing experience by accurately mapping a player's entire physical body in virtual space.

    Materials and Methods

    This study has been conducted using qualitative research methods, specifically a case study approach. Documentary data, including online video documents, and observational data obtained from watching players during gameplay, have been used to answer the research questions. The video data was obtained from players interacting with three distinct controllers - the Wii remote of the Nintendo system in Wii-Sports, the Dual Shock controller of Sony's system, and Microsoft's Kinect technology - in a selected set of games, from a total of over 20 videos available online. The video selection included prominent instances of player interaction with the game using the three different controller types. In alignment with Calleja's theory, video game controllers can be classified into three types: symbolic, imitative, and symbiotic. These controller types will be discussed further in the analysis section of this research.

    Discussion and Results

    The body schema is an unconscious sensorimotor system that allows humans to perform activities efficiently without the need for conscious awareness or control. The important aspect to note about the body schema is its inherent flexibility and capacity for expansion during the embodied experience of users interacting with digital media. Video game controllers differentiate this medium from other visual media, like cinema and television, by acting as a link between the virtual and physical worlds. As such, controllers are responsible for accurately mapping a player's actions within the game. In fact, controllers serve as an automatic extension of the player's body and a means of translating the player's agency into digital signals that can be interpreted by hardware and software. We observed two types of actions performed using the controller: primary actions, such as moving the joystick or pressing a button, and more complex, context-specific actions, like aiming a gun or driving a car. Primarily, controllers enable players to physically move their bodies to perform specific actions. In contrast, the main action refers to what is done in the game and can be composed of various elementary actions that may or may not relate to the physical movements performed by the player. This discrepancy highlights an issue that affects the accuracy of mapping a player's body scheme, as their bodies may be performing different actions than those displayed on the game screen.

    Conclusions

    Learning how to use a controller to navigate and explore the game is a crucial aspect of the player's experience. Controllers should be internalized and used intuitively to provide an enjoyable experience. Moreover, altering the controller input and changing the controller schema can drastically affect the player's experience, comparable to the learning curve of acquiring a new language to communicate with technology. While symbolic controllers map minimal real-world actions to maximal game-world actions, resulting in inconsistent body schema mapping, imitative and symbiotic controllers exhibit a congruent mapping between what the player does and the corresponding game-world action. However, other issues can arise, including a gap between the player's body scheme and natural experience. The use of symbiotic controllers, while allowing for natural actions, is limited in its ability to provide meaningful feedback to the player. This is because the game system and mediator do not provide the necessary bi-directional, natural feedback to accurately map the player's body schema and natural experience.

    Keywords: player, Embodiment, body schema, mapping, controller Schema
  • Saeeide Amini *, Mohamadali Dadgostarniya Pages 159-204
    Introduction

    In social life, ensuring a sense of security is critical. Obstacles that hinder this growth, whether individual or societal, can arise in the form of violent acts, including sexual assault. Sexual assault is a type of violence that is often considered a women's issue, and any attention to a woman's body without her explicit or implicit consent, if it has a sexual nature, is considered assault, ranging from rape, physical contact, lustful gaze, and verbal teasing to the use of words with sexual themes (Ishaghi, 2003). Hossein Qanbranjad, the Judiciary's representative, reported that the number of cases of rape and sexual abuse in Iran increased from 2011 to 2021. In 2013, there were about 1313 cases of rape, which has shown an increase since then. The number of cases of harassment for women and girls has also grown, from approximately 72,000 cases in 2009 to 142,933 in 2013 (Sharq, 2014, 8/17). Regardless of the multiple causes of such incidents, it is essential to acknowledge the significance of victims sharing their experiences. Internal and external factors, such as feelings of shame and guilt, fear of rejection by family and friends, and the risk of losing one's job, may cause women to remain silent when they experience harassment. Recently, social media platforms have provided a space for the voices of the underrepresented to be heard. The #MeToo hashtag against sexual assault and harassment went viral globally, and the sexual misconduct of prominent and influential figures, including Harvey Weinstein, was exposed online. Twitter was one of the most suitable social media platforms for this campaign (Hermida, 2010). In Iran, people are affected by the global environment and the many years of women's protests as they shared their painful experiences of sexual harassment. Women, men, and even boys participated in this campaign. The campaign gained momentum following the disclosure of sexual harassment of well-known celebrities and spread to everyday people as well. Analyzing these cases can help us develop a deeper understanding and more empathetic attitude towards these experiences.

    Conceptual framework:

    Today, communication technologies have revolutionized human societies by penetrating all social and individual fields, resulting in an unprecedented paradigm shift in human knowledge and the reconstruction of familiar concepts and categories. With the emergence of new information and communication technologies, the technological space has connected remote parts of the world, forming a network that facilitates a fundamental transformation in human social and individual spheres (Castells, 2001, p. 48). Activism is a process by which a group of individuals puts pressure on organizations or other institutions, demanding changes in policies, actions, or critical conditions (Smith, 2005, p. 5). From a rhetorical perspective, co-creational activism refers to the emergence of societal discourses through a negotiation process involving multiple parties, creating social capital and common concepts (Saffer, 2016). According to research, social movements play a crucial role in enabling the democratic process, promoting social change, and influencing policymakers (Uysal & Yang, 2013, cited by Xiong et al, 2018). In the 1960s and 1970s, the liberal and radical branches of the women's movement experienced a resurgence. While the liberal feminist movements emphasized the struggle for equal rights, the radical feminist movements acknowledged the presence of capitalism and male supremacy as the precursors to women's oppression (Taylor & Rupp, 1993). On the other hand, contemporary feminist research aims to comprehend how individuals and social movements combat social inequality and promote the free expression of gender identities while opposing the oppression of marginalized groups (King, 2016).
    Studies have established that social media users engage in conversations about social and political issues by liking and sharing content that is linked to a specific hashtag. The hashtag acts as a profiling system in social media, providing users with an avenue to discuss political and social issues and eventually leading to hashtag activism, or the use of hashtags to fight for a cause or support it while raising awareness. In the #MeToo movement, individuals and social movement organizations made use of a bottom-up mechanism to disseminate information among global social networks.

    Methedology

    To examine the Twitter campaign on sexual abuse and its ups and downs, it is crucial to consider the available data in the digital space. The data collection and analysis techniques employed in this study are based on computational social science methodology. This emerging field strives to utilize large data, particularly internet data generated by individuals, and computational methods to model and evaluate social science theories. In this article, data was collected using computational methods from April 2020 to January 2021, based on hashtag searches utilizing the Twitter API. Additionally, news related to sexual harassment of women was obtained from three news agencies, ISNA, IRNA, and Mehr, by utilizing relevant keywords such as "harassment of women," "rape," "sexual assault," and similar terms from April 2020 to March 2022. The target population included those who tweeted in Persian language on the Twitter social networking platform and employed the hashtag "Narrative of Harassment." During this stage, a vocabulary-based approach was utilized in unsupervised machine learning based on the mentioned hashtag. After collating the data and segregating the tweets related to users' reactions from the tweets of survivors, the motivations and contexts of the users' responses to the narratives of sexual abuse were examined using the thematic analysis method. The themes emerged from this analysis were extracted and comprehended through multiple stages of coding the tweets.

    Result

    In the aftermath of the publication of narratives of sexual assault against women on Persian Twitter, domestic news agencies released more related news. Among the various categories of news, those categorizable under domestic general news made up 13.33% of the overall volume. Notable events included coverage of the follow-up on the "Prohibition of Violence Against Women" bill, passed by parliament after nearly a decade of preparation. The bill was approved by the government board on January 14, 2018, and submitted to parliament on January 24 (Barna, 7/6/2018). This instance demonstrates how digital spaces and social activism can influence the legal sphere. Quantitatively, the study of tweets further highlights how Twitter has established a space for people with minimal social capital to find opportunities to increase it and express themselves anew. Through virtual social networks, the voices of marginalized groups can be heard and influence public opinion. Persian Twitter offers survivors a platform to gain social support in the form of sensory, informational, evaluative, and instrumental resources in the absence of support from the judicial system. These factors align with the characteristics of a counterpower super network, as described by Emmanuel Castells, which motivates participants to express themselves in the form of collective actions. The potential for wide dissemination of Twitter content, facilitated by the retweet feature, allows survivors to gain some social support outside of formal, organizational structures. One of the key outcomes of the analysis of user tweets during three distinct periods of increased activity and hashtag growth relates to the themes discovered: emotional self-extinguishment, social emotions, empathy, feelings of social responsibility, female rhetoric, permanent trauma, and condemnation of the campaign. The study takes into account socioeconomic factors that led to the reflection of this topic on the virtual space and also considers the critical flow of the campaign.

    Conclusion

    The study suggests that users are concerned about the continuation of the issue and are attempting to solve these problems by urging the judicial system to support the victims. Twitter has empowered women and granted them agency, transforming them from passive activists into powerful social agents and advocates who influence public opinion about redefining their identity. The role of this space in the rhetorical strength of women should not be ignored. Women can use this space to influence and persuade their audience about their difficult circumstances with different types of legal and emotional speeches. The modern form of rhetoric is also visible through the tolerance of women's posts on virtual networks, including tweets and retweets, and the themes discovered in the tweets showed that in some tweets, users tackled their legal situation by relying on logical arguments or framed tweets to capture the audience's mental space about their conditions. Emotional tweets should not be overlooked; instead, the emotional positions around women's issues serve as a motivational framework for the audience, creating heated emotions around women's issues and providing incentives to improve the status quo and create a public opinion in society. The unique characteristic of this research is the critical narrative formed in conjunction with the revealing and supportive narrative of the campaign in Iran. In the summer of 2022, some activists working in the field of women in Iran issued a statement to remind their cautionary warnings after two years of the movement's formation. These warnings included verifying narratives, reducing sexual assault and harassment to deception, patronizing Iranian MeToo pages, adopting "name-centeredness" in the course of narration rather than informing, the disempowerment of abused women, and other factors. Thus, a two-way flow was established regarding the MeToo campaign in Iran, with a supporting flow aimed at stimulating emotions and encouraging shared actions for women who have faced abuse, and a critical flow aimed at exposing a group of women as opportunists and fishing for attention in the muddy waters of the virtual space, leading to the phrase "women against women." During this criticism, the relationship between the two sexes became distorted, and many female users wanted to verify the authenticity of the victimized women's narratives.

    Keywords: Sexual Harassment, campaign, Persian Twitter, computational social sciences, Rhetoric
  • Milad Khodadadian, Rasool Norouzi Seyed Hossini *, Marjan Saffari Pages 205-235
    Introduction

    Based on the available statistics, video games currently represent the world's most popular form of leisure activity. Reports suggest that, by 2023, almost half of the global population will devote a significant portion of their free time to playing video games. Research and surveys highlight the existence of gender dynamics in the context of video games, similar to other leisure activities. Historically, the number of female gamers has been significantly lower than that of male gamers, but today, females comprise nearly half of the world's gaming community. This shift represents a reduction in gender disparities across various recreational domains. Moreover, the use of video games can be an effective method for raising awareness of gender issues in other social contexts. Studies indicate that males and females possess distinct motivations for playing computer games, and these incentives and perceived constraints have a significant impact on their engagement in such leisure activities. To gain a deeper understanding of the role that gender plays and to analyze these motivations and constraints, it is essential to employ a relevant and suitable framework. One of the most effective models for examining the motivations behind leisure activities is the Psychological Continuum Model (PCM), developed by Funk and James in 2001. This model enables the assessment of gamers' motivations and constraints based on gender throughout the different stages of their gaming experiences.

    Materials and Methods

    Data were gathered through a questionnaire, and reports suggest that the average age of gamers is 22 years old, with individuals who engage in gaming seriously spending about one and a half hours playing each day (ICVGF, 2019). Therefore, the target population for this research is occasional gamers aged 30, who spend between 1 and 6 hours playing video games per week. The required sample size for this study, as calculated by PASS software, is 300 individuals. The research included several survey instruments, including a demographic form, Cianferone et al.'s Participation Motivation Questionnaire (2011), Crawford's Leisure Limitations Questionnaire (1991), and Funk's Psychological Continuum Questionnaire (2008). The demographic questions covered age, gender, education, income, marital status, and the number of hours spent gaming per week. The response scale for the questionnaires measuring participation motives, leisure constraints, and psychological continuum was a seven-point Likert scale. To analyze the data, participants were initially categorized into one of four groups (awareness, attraction, attachment, and allegiance) based on their scores in the psychological continuum model (PCM) questionnaire. Next, male and female gamers were compared using an independent t-test, based on their group placement. Multiple Diagnostic Analysis (MDA) via the SPSS software was utilized to categorize the samples into the aforementioned groups, with data analysis undertaken at a significance level of p<0.05.

    Results

    The descriptive statistics for Perceived Leisure Constraints, Motivations, and PCM indicate notable findings. In terms of Perceived Constraints, the dimension of "Cost" demonstrated the highest average score of 4.83, whereas the dimension of "Psychological" had the lowest average score of 3.28. Similarly, for Perceived Motivations, "Entertainment" displayed the highest average score of 4.75, and "Social Interaction" had the lowest average score of 4.19. In the Psychological Continuum Model (PCM), "Pleasure" attained the highest average score of 4.71, followed by "Sign" with an average of 4.10, and "Central" with an average of 4.06. Based on the scores obtained in the PCM questionnaire, the participants in the sample were categorized into four stages of the PCM: Awareness, Attraction, Attachment, and Allegiance. Specifically, the sample consisted of 42 individuals in the Awareness stage, 79 individuals in the Attraction stage, 126 individuals in the Attachment stage, and 53 individuals in the Allegiance stage. Analysis of the independent t-test results for male and female gamers across the four levels of the PCM revealed the following:At the "Awareness" level, no significant difference was found between female and male gamers in the variables of "Perceived Constraints" and "Participation Motivation" (P > 0.05).
    At the "Attraction" level, no significant difference was observed between female and male gamers in the variables of "Perceived Constraints" and "Participation Motivation" (P > 0.05).
    At the "Attachment" level, significant differences were found between female and male gamers in the variables of "Perceived Constraints" and "Participation Motivation" (P < 0.05). This indicates that in the "Allegiance" stage of the Psychological Continuum, female gamers exhibited a lower average score in "Perceived Leisure Constraints" compared to male gamers, while male gamers demonstrated a higher average score in "Participation Motivation" compared to female gamers.
    At the "Allegiance" level, significant differences were identified between female and male gamers in the variables of "Perceived Constraints" and "Participation Motivation" (P < 0.05). This implies that in the "Allegiance" stage of the Psychological Continuum, female gamers displayed a lower average score in "Perceived Leisure Constraints" compared to male gamers, while male gamers demonstrated a higher average score in "Participation Motivation" compared to female gamers.

    Discussion and Conclusion

    The objective of this study was to investigate the influence of gender in understanding perceived constraints and motivations of Iranian gamers based on the Psychological Continuum Model (PCM). The results indicate that at the initial stages of the PCM (i.e., Awareness and Attraction), gender does not significantly affect the understanding of participants regarding the perceived constraints and motivations. Nonetheless, as individuals progress through the stages of the PCM and arrive at higher levels (i.e., Attachment and Allegiance), perceived constraints and motivations exhibit differences based on gender. Notably, male gamers tend to obtain higher scores in both variables. This study's findings suggest that there is no significant difference in motivation and perceived constraints between male and female players at the initial stages of the PCM. Upon examining the data, it becomes evident that both female and male gamers possess similar motivations and perceived constraints. However, it is the intensity of their understanding of perceived constraints and the strength of their motivations that contribute to the advancement of males within the stages of the PCM more so than females. Ultimately, distinct differences exist between male and female gamers in video game participation in Iran, with the infrastructure and cultural context of the activity being more catered towards masculine interests. Despite the significant number of female gamers in Iran, their allegiance and loyalty to the activity do not increase to the same extent as that of males, even after becoming attracted to the activity. This is attributed to males demonstrating stronger motivations and the ability to overcome constraints, resulting in the development of a stronger allegiance to the activity.

    Keywords: Video Games, leisure constraints, participation motivations, PCM, Gender
  • Mohammad Borjalizadeh, Ali Jafari * Pages 237-277
    Introduction

    According to recent studies, "new media" removes climatic and geographical boundaries from the realm of governmental power. It empowers individuals by fostering a sense of personal security and freedom, which in turn facilitates the shaping of human behavioral elements. Thus, "new media" serves as a conduit for new actors to compete with traditional powers and plays a crucial role in shifting power in political societies.
    The purpose of this research is to investigate the role of modern media in the transfer of power in political societies and the expansion of democracy. The hypothesis of the research, which seeks to prove the role of modern communication media in the transfer of power in political societies and the expansion of democracy, seeks to answer two main questions: According to the study objective, it will be examined whether modern communication media plays a significant role in both power transfer and democracy promotion. Additionally, the impact of technological advancements in the fields of information and communication on international relations will be studied.

    Materials and Methods

    In terms of data collection, the study used a nationwide survey employing a researcher-created questionnaire in the descriptive-analytical and quantitative method in 2018. The statistical community consisted of university professors and media experts. Using the Morgan Kersey table, a sample size of 379 people was calculated using systemic cluster sampling. To improve accuracy, the sample size was increased to 402 people. Descriptive statistics, such as prevalence, percentage, average, standard deviation, and variance, were used to summarize and describe the data. To analyze the findings, analytical statistics, such as regression and factor analysis, were employed.
    To examine the effect of each dimension of the independent variable "modern media" on changes in the dependent variable "shifting power," this research utilized the universal entry method within the regression equation. Due to the dispersion of the data, the factor analysis method was used to assess the relationship between the democracy variable and the dimensions of modern media.
    This study aimed to investigate the relationship between new communication technologies, specifically satellite networks, the internet, virtual space, and their impact on power displacement. In order to ensure validity and accurately compare metrics, various aspects of technology such as satellite networks for audio and video broadcasting, the internet, virtual space, web and mobile social networks, websites, blogs, search engines, and electronic journalism were evaluated for their role in promoting democracy. After data collection, data analysis was conducted using SPSS22 statistical software.

    Discussion and Results

    The study examined the effect of 32 variables related to modern communication media on the transfer of power and the spread of democracy, utilizing factor analysis. 6 significant factors were identified as the major contributors to the influence of modern media on the transfer of power within political systems through democracy. Furthermore, over 71% of the variation in the relationship between modern communication technologies and the transfer of power in political systems can be explained by the 6 identified factors. Notably, the variables associated with factor 5 displayed the highest factor loadings, while the variables related to cyber journalism exhibited the lowest values. It is significant to note that there are no significant correlations between the 6 identified factors. Additionally, the correlation between the 32 variables can be accounted for through these 6 factors.
    Operator of extraterrestrial televisions (satellite)
    Operator of extra-territorial televisions (Persian language satellites)
    Agent of virtual space
    Agent of virtual social networks
    Internet (blogs, sites, and search engines)
    Agent of cyber journalism
    In terms of perceptions of the effectiveness of the democratic flow in the Islamic Republic of Iran, the opinions of the respondents demonstrated that they considered the use of virtual space, social networks and the activities of journalists and extra-territorial televisions to be crucial factors for enhancing information, awareness, and the level of political and social participation in the path of expanding democracy. Moreover, they viewed the Persian language satellite televisions as a factor that increases popular demands. Generally, the aforementioned media variables were perceived as contributing to promoting democracy in the Islamic Republic of Iran.

    Conclusions

    Based on the results of the factor analysis on 32 variables related to modern communication technologies' effect on the transfer of power in political systems through the spread of democracy, it can be concluded that the researcher's first sub-hypothesis (H1) was confirmed and the alternative hypothesis (H0) was rejected. Specifically, all dimensions of modern communication technologies were found have a role in the transfer of power in political systems through a convergent structure. Hence, the research hypothesis (new communication media in the transfer of power in political systems through the expansion of democracy) was supported by the results of the factor analysis.

    Keywords: New Media, Power Transfer, Democracy, Political Society
  • Seyedali Sharififard, Mohammad Ahmadpanah, Seyedali Ghotbi *, Hanieyh Ghebleverdi Pages 279-317
    Introduction


    Digital games, also known as computer-based games, are one of the most popular areas of cyberspace. In a more modern conceptualization, they are viewed as a type of digital entertainment in which players interact with a digital interface and face different types of challenges based on the game design. The global market for computer-based games has experienced significant growth in recent years, with the projected market size for the industry expected to reach $129.93 billion by 2030. In Iran, the gaming population is estimated to be around 34 million people, with 59% of gamers being men and 41% being women. This indicates a significant potential for growth in the Iranian market for computer-based games. According to a survey conducted by our study, the average age of gamers is 23 years old, with 96% of them playing on smartphones, 25% playing on home video game consoles, and 19% playing on computers. Additionally, a study involving students found that 55% of them are computer-based game gamers, and the ratio of male to female gamers is nearly equal. In the literature, the relationship between computer-based games and physical, psychological, social, educational, cognitive, rehabilitation, and therapeutic benefits has been extensively investigated and confirmed. Thus, computer-based games are deemed to be of significant importance.

    Materials and Methods

    In this study, a systematic review of research in the field of digital and computer-based video games was conducted to examine the characteristics and potential of the gaming industry in Iran, including popular genres and types of games, the impact of the COVID-19 pandemic, and the relationship between computer-based games and physical, psychological, social, educational, cognitive, rehabilitation, and therapeutic components. The findings were presented in a structured and logical sequence to provide a comprehensive understanding of the current state of computer-based games in Iran and the potential for growth in this industry.
    In order to search for foreign articles, scientific databases such as Science Direct, Elsevier, Scopus, Google Scholar, and PopMed were used, and SIVILICA, ISC, SID, Noormags, and Magiran were used for Persian articles. Moreover, reliable and important statistical databases related to the video game industry, such as The Entertainment Software Association (ESA), BroadbandSearch Database, Statista, and Digital Games Research Center were used. By analyzing scientific articles and positive aspects of foreign video games, potential improvements to the video game industry in Iran were investigated and discussed.

    Discussion and Results

    According to a survey conducted in Iran, the average daily gaming time per gamer has increased from 79 minutes in 2015 to 95 minutes in 2021. Furthermore, a study conducted among households with at least one gamer found that an average of 1.9 individuals play games in each household. The preferred gaming platforms among Iranian gamers under the age of 18, who make up a significant proportion of the gaming population, are smartphones (98%), personal computers (15.3%), and home gaming consoles (18.6%) with the smartphone being the most commonly used platform for gaming activities. Among Iranian gamers, the most popular genres include sports, puzzle, battle royale, strategy, driving, and simulation. Game development programs such as GDevelop, Autodesk, Stencyl, and Construct 2 are some of the top-notch options used by developers to create games. Moreover, C++ and Java are commonly used programming languages in the game development industry. Game development at a professional level is a complex and collaborative process that often involves a team of designers, programmers, artists, and other specialists working together to bring an idea to life.
    In addition to the engineering aspect (programming, developing, and workflow in the software space), games have three other dimensions: aesthetic or graphics, psychological, and musical. All three dimensions require a specialized approach and skill. A well-designed game requires teamwork and workmanship in all four dimensions. The psychological aspect of game development is particularly important in games that pursue specific goals; a high-quality game is the result of collaboration and expertise in all these areas.

    Conclusions

    The study results showed that many individuals, especially children, teenagers, and adolescents, are computer-based gamers. Further analysis of Iranian digital games found that they have low performance and errors in several aspects, including slow quality and graphics, many bugs and errors, lack of availability on common platforms, weakness in online game genres, and similarity to popular foreign games. Addressing these weaknesses requires a multi-disciplinary approach involving game development professionals, psychologists, graphic designers, and musicians familiar with game development. By analyzing the four dimensions of game programming and software, game psychology, graphics, and game music, more comprehensive and specialized studies can be conducted.

    Keywords: Entertainment Industry, Digital games, Computer-Based Games, Designing, Localizing, systematic review
  • Shahin Mozaffari, Morteza Shafiee *, Hamid Mahmoodian Ata Abadi Pages 319-364
    Introduction


    Television and satellite channels, in addition to other forms of social media, have facilitated the rapid and widespread transmission of foreign lifestyles, social relationships, culture, art, beliefs, and values to Iranian society. As a result, satellite networks with their diverse capabilities have become capable of affecting all aspects of human life, particularly altering the daily lives and lifestyle choices of people from all sectors of society, particularly the youth. Thus, the aim of this study is to evaluate the effectiveness of Persian-language satellite networks in shaping the lifestyles of young people and from the perspective of Bourdieu's indicators by means of the data envelopment analysis model.

    Materials and Methods

    The research method employed is case-driven and context-specific. In order to implement the model, a library study was initially conducted to evaluate the impact of TV and satellite networks on youth lifestyles according to Bourdieu's perspective. Based on the opinions of experts in the field, the input and output indices of the study were determined. To account for the non-deterministic nature of many indices, the Rough DEA model was used, which converts non-deterministic variables to intervals using the "α" level and results in an interval data envelopment analysis model. Using the MRA ranking method, the efficient intervals were ranked and compared. Then the efficiency of each evaluated network was determined through a sensitivity analysis performed at different "α" levels. Finally, each of the networks was ranked.

    Discussion and Results

    Based on the data collected and analyzed, the "Man o To" network was found to have the greatest influence on the lifestyles of young people. The "Persian BBC" network ranked second, followed by the "Nasim network" in third place, and finally, the "GEM" network placed last. These results suggest that there are significant differences in the impact of satellite networks on the lifestyles of young people, and that the "Man o To" network has been the most effective at shaping the lifestyle choices of this demographic.

    Conclusions

    Based on the research findings, it is recommended that the administrators of domestic Persian-language satellite media produce high-quality and appealing content in the fields of information, news, entertainment, and educational programming. This strategy will help boost the lifestyle indicators among the youth. Additionally, it is suggested that individuals with greater social capital and trust consume media resources from these aforementioned fields.

    Keywords: Media, lifestyle, Persian language, satellite networks, Efficiency, Rough Data Envelopment Analysis
  • Meisam Modarresi *, Shaghayegh Jalilvand Pages 365-398
    Introduction

    Entrepreneurship has drawn much attention in recent times due to its ability to create job opportunities, thereby addressing the issue of employment and unemployment. Resolving unemployment is one of the most pressing social challenges that policymakers are facing. Entrepreneurship is a solution to this problem, and students possessing entrepreneurial skills and motivation can lead to resolving these issues. In this regard, the aim of the present study is to investigate the effect of Instagram on entrepreneurial intention among Semnan University students.

    Methodology

    The research follows a quantitative approach, with a functional purpose. The method of data collection is descriptive survey, while the time frame is single-section. The statistical population of this study is composed of 2,000 students who study at the Faculty of Economics, Management and Administrative Sciences, as well as the Faculty of New Sciences and Technologies at Semnan University, and are members of Instagram. Specifically, the population consists of students who follow entrepreneurial pages on Instagram.A non-probability sampling method, namely stratification, was employed, and a simple random sampling method was used to select a sample of 322 individuals. The data collection tool used in this study is a standard questionnaire that was adapted to the research objectives.

    Findings

    Regarding the effect of Instagram on entrepreneurial intention, the research results revealed a significant impact. The community of entrepreneurs on Instagram have provided students with the confidence to transform their business ideas into reality. In addition, this social network has had the greatest impact on social norms and entrepreneurial attitudes; that is, students communicate with their family, friends and professors on the Instagram social network, and this communication has affected the social and mental norms of students. In addition, this social network has made entrepreneurship students think about independent business.

    Conclusion

    Instagram has been found to play a significant role in fostering entrepreneurial intention. The social network has strengthened students' confidence to start a business idea. By extension, these findings emphasize the importance of educating students about entrepreneurship and its benefits, including their ability to create employment opportunities. However, it's important to note that future research may reveal additional factors that impact the relationship between Instagram

    Keywords: Instagram, Social networks, entrepreneurial intention
  • Ali Nourijani, Hosein Eslami *, Sayed Alireza Afshani, Hassan Dehghan Dehnavi Pages 399-429
    Introduction

    The present-day governance environment in the global arena has been impacted by social networks and the unique aspects of the era of the network society, leading to fundamental changes. These changes have transformed the governance environment "in", "on", and "through" social networks and made them an obvious and inevitable part of the picture. Therefore, this article aims to provide an effective and viable model for playing an authoritative role in the future of cyber operations at the international level. This will enable participants to take part in shaping the global cyber landscape. The objective of creating a desirable model for digital governance in the network society era has been outlined. By observing relevant documents and conducting library studies, methods used by other countries in this area have been obtained for the expansion and development of domestic and international governance. The two approaches of "open governance" and "control governance" have been examined and discussed, including the effects of adopting each approach and how they may impact international relations.The results of the current study demonstrate that though some might believe that open governance is the predominant approach in international arenas, a combination of both open and control governance based on the system of societal issues has a significant impact on cyber governance practices. Consequently, the ideal model of digital governance is a flexible authoritarian approach based on the system of issues that nations should adopt in both domestic and international arenas.The concepts of "digital governance" and "networked society" are two fundamental areas that constitute the new ecosystem and can be examined from multiple perspectives. The theory of network society, coined by Manuel Castells, presents a macro-level view of the characteristics of the current era, emerging as a new theory after the information society. The aforementioned theory can offer insights into the new age's characteristics.According to Castells, the transition to the network society is characterized by the polarization of international economic structures and societies, the transformation of work and employment, the evolution of media and audiences, the change of the material foundations of culture (the space of flows and timeless time), and the breakdown of the societal fabric. It is notable that the logic of the digital governance and network society areas are distinct, leading to contrasting identities. Ultimately, these identities exist on opposite ends of the spectrum, emphasizing the diverse nature of the network society.Furthermore, digital governance, as a significant aspect impacting global developments, has emerged as an all-encompassing framework for reforms within various governance domains. The digitization process will facilitate seamless cooperation between the public and private sectors, paving the way for effective digital governance, particularly through the reforming of public sector bills.Additionally, several experts assert that governments need to become more efficient and productive, engage in closer collaboration with stakeholders from diverse sectors, and leverage data to inform decision-making through the creation of evidence-based policies. Governments must also enhance transparency and accountability and respond to the evolving relationship between government and citizens by enhancing citizen participation through the implementation of public services or other measures. These concepts have led to the development of digital governance. However, the advancement of public sector improvements within Iran has been comparatively sluggish.The widespread usage of information and communication technologies in day-to-day life, as well as the increasing penetration of these technologies among households in the last few decades, have resulted in a significant amount of information generated about individuals, groups, and societies. In order to enhance their governance indicators, governments have no choice but to access, process, and make use of this information while managing and governing their communities. Consequently, the purpose of the current research is to review governance in the digital age and the research approach is descriptive-analytical. The findings showed that governments, in order to fulfill the changing needs and desires of their citizens, are compelled to make use of information technology to conduct reforms within the public sector and thus bring about radical changes in the way they deliver public services. Digital governance, with its tremendous power, plays an instrumental role in curtailing administrative paperwork, streamlining operations, restructuring governmental institutions, reducing the cost of governance, making governance more adaptable to changes, reducing bureaucratic corruption, enhancing public participation, increasing transparency within the government body, reducing decentralization, fortifying democratic foundations, reforming administrative and governmental bureaucracy, enhancing governance accountability, increasing efficiency and productivity, improving the quality of information and data accessibility, saving time, and enhancing the effectiveness of governance processes.The penetration and expansion of information and communication technology in all areas of human life has led to a change in the ways of communication between people and the society, the methods and procedures that the society contributes to each person in doing their work. Due to these changes, the current age is called the age of information and communication, as a result of which human communities have become scientific communities and citizens have become users of social networks. Today, the vital role of the government and government agencies in the development of the country and the well-being of citizens is obvious.The digital age has prompted many thinkers to propose various indicators of digital governance, which draw from theories and assumptions aiming to serve as the cornerstone of an efficient and user-centered system. Some experts have described e-government as the second revolution after modern government and public administration, affecting not only the methods of public service delivery but also the fundamental relationships between the government and the people. The transformation of the times also necessitates decentralizing operations, hiring subject-matter experts, outsourcing tasks to the private sector, and transforming local authorities into designers and supervisors. In addition, safeguarding the environment, strengthening the culture of citizenship, supporting various public spheres, and encouraging the private sector to reduce government ownership are some of the policies and requirements outlined in the sixth development plan. It is indispensable to carry out information acquisition, licensing, payments, and administrative and operational processes electronically, avoiding in-person procedures (Abdul Hosseinzadeh, 2019, p. 187).The Information Technology Governance Institute defines governance as "a set of responsibilities and activities carried out by the board of directors or senior managers in order to realize strategic direction, ensure the achievement of anticipated goals, manage the organization's risks, and allocate and control resources." Effective governance involves defining structures and mechanisms to ensure effective performance of responsibilities and duties, and it can lead to greater transparency and accountability in organizational functioning.In the field of digital governance, the definition of the concept is derived from the higher-level concept of governance. It can be defined as structures and mechanisms adopted by organizations in the field of digital transformation to optimize their resources and capabilities in terms of digital strategies, processes, and systems. The ultimate goal of effective digital governance is to maximize the positive impact of digital technologies on an organization's operations and service delivery, while minimizing the negative impacts (Bonet and Westerman, 2014).

    Keywords: Digital Governance, network society, Control Governance, Open Governance, Social networks, Smart Governance