Weitere Kapitel dieses Buchs durch Wischen aufrufen
In recent years, the Iranian government has begun a systematic effort to make the computer game industry in Iran one of the drivers of the country’s social and economic development. This chapter discusses the development of the computer game industry in Iran and concludes that overzealous government policies to counter Western cultural influences in the Islamic Republic have worked as a constraining force for the full development of the industry.
Bitte loggen Sie sich ein, um Zugang zu diesem Inhalt zu erhalten
Sie möchten Zugang zu diesem Inhalt erhalten? Dann informieren Sie sich jetzt über unsere Produkte:
2015 Video Game Statistics & Trends. http://www.bigfishgames.co (Accessed on November 15, 2015).
A quick look at the construction and delivery of computer games in Iran. http://www.yjc.ir (Accessed on April 11, 2014).
Edquist, C. (Ed.). (1997). Systems of innovation: Technologies, institutions and organizations in S. Ghazinoory & S. Ghazinoori. 2014. An introduction on policy-making of science, technology, and innovation. Tehran: Tarbiat Modarres University Press.
ESRB Entertainment Software Rating Board. http://www.esrb.org/about/video-game-industry-statistics.jsp (Accessed on February 15, 2015).
Lowood, H. (2009a). Videogames in computer space: The complex history of Pong. IEEE Annals of the History of Computing, 31, 5–19. CrossRef
Lowood, H. (2009b). Guest editor’s introduction: Perspectives on the history of computer games. IEEE Annals of the History of Computing, 31(3), 4. CrossRef
Marx, C. (2006). Writing for animation, comics, and games. Boston: Focal Press. Chapter 8.
North, D. (1990). Institutions, institutional change and economic performance. Cambridge: Cambridge University Press. CrossRef
Sari, H., Rezaeyan, S., Malekifar, S. and Omidi, M. (2014). Cultural industries stakeholder analysis, institutional mapping and drivers analysis. The Secretary of Supreme Council of Cultural Revolution.
Shamsi, M., & Jalali, Y. (2013). Situation of computer games in Iran and in the world: policies, approaches and involved organizations. Strategic Studies of Globalization Journal 4(10).
Shargh Newspaper. (2015, February 19). No. 2241.
Spring, D. (2014). Gaming history: Computer and video games as historical scholarship. Rethinking History, 19(2), 207–221. CrossRef
Statistics and facts about the Video Game Industry. http://www.statista.com (Accessed on October 20, 2014).
UNCTAD. (2010). Creative economy: A feasible development option. UN Publications.
UNCTAD. (2013). Creative economy. UN Publications.
Website of Iran Information Technology Analysis and News. www.itanalyze.ir (Accessed on March 15, 2015).
Website of Islamic Republic of Iran News Agency. www.irna.ir (Accessed on March 15, 2015).
Website of National Foundation of Computer Games. www.ircg.ir (Accessed on March 15, 2015).
Website of Secretariat of Supreme Council of Cultural Revolution. www.sccr.ir/Portal (Accessed on March 15, 2015).
- Innovation in the Computer Game Industry in Iran
- Palgrave Macmillan US
- Chapter 10
in-adhesives, MKVS, Zühlke/© Zühlke, Nordson/© Nordson, ViscoTec/© ViscoTec, Hellmich GmbH/© Hellmich GmbH