عنوان مقاله [English]
Dual specization of living in the contemporary world underlines the need for reengineering of modern changes that have been created in the makeup and nature of social life – changes that are the logical consequence of the “dual specized world’s becoming dual capacity.” It is under such “real – virtual development” that we can talk about “computer games” along “traditional games” as well as development of the game industry realm in real and virtual spaces. It must be noted that expansion of the scope of games studies on the basis of dual capacity of the games industry is not limited to emergence of new computer games or change, marketing and expansion of traditional games in a new space. Here attention should also be paid to the capacities of virtual spaces as grounds for research.
This paper reviews “value priorities of social website users in connection with computer games” and pays special attention to website space among virtual website structures. On this basis, the paper classifies and analyzes the data related to the needs of social website users in connection with computer games in two stages: A. Identification of social and user-based websites concerning computer games; and B. Qualitative meta-analysis of computer game websites.
The methodology used in this study is qualitative meta-analysis in which the views of internet association users have been classified and then analyzed. The findings of this research show that the priorities and expectations of players from computer games are dividable in terms of value, capacity and content. Moreover, based on the progress of web technology, the trend of computer games in the future is directed at integration of games world with real life and the games being present everywhere and possible everywhere