A Jurisprudential Problemology of Computer Games and Its Structure
Author: Mohammad Ali Khademi Kousha
Director of the Department for Jurisprudential Sciences, Research Center for Jurisprudence and Law, Islamic Sciences and Culture Academy (khademi@isca.ac.ir).
Statement of the Problem
Among the new problems, computer games are one of the novel examples that have influenced the lives of all age groups of the society in a large scale with different dimensions and have directly and indirectly affected a large number of people today. In terms of jurisprudence, computer games have many new problems that are unknown in many cases, and most people and researchers of jurisprudence are not familiar with its multitude of problems. For this reason, after the subjectology of computer games, what is desired for jurisprudential research in relation to the subject of computer games is research for problemology, which is necessary to examine various jurisprudential problems related to different aspects of the subject. The present study does not seek to solve jurisprudential problems, while introducing the subjectology of computer games, it seeks to discover and introduce jurisprudential problems and areas needed to respond to jurisprudential problems of computer games.
Primary and Secondary Questions
Primary Question: What jurisprudential problems are raised about computer games and what structure can they be offered?
Secondary questions related to jurisprudential problems are raised according to the model of problemology in the three areas of content, goals, works and tools in terms of individual and governmental jurisprudence, and another question is also raised about the structure of problems and the structure that can be done in presenting jurisprudence problems.
Objectives
- Guiding the development of jurisprudence on novel problems and starting research areas for researchers at various levels: One of the problems for jurisprudence researchers when solving novel problems is the lack of familiarity with the areas that can be researched in these types of problems. One of the objectives of presenting the problem system of computer games is to introduce a model and a specific example for drawing research areas in the novel problems. Creating a structure for a part of the jurisprudence of novel problems and providing the context for systematic inference. Another shortcoming in the jurisprudential examinations of the novel problems is the lack of relationships between the many problems of the same subject. This research can introduce a suitable structure in this regard by providing a coherent connection for jurisprudential problems of computer games. 3. Providing purposeful division of research problems among researchers: In order to avoid parallel work and uncoordinated scientific research and optimal use of the available forces in research groups, it is necessary to present a system of problems in each subject so that while reaching the divisions of the problems, it is possible to distribute the problems appropriately and purposefully among the researchers. 4. Providing the context for the completion and enrichment of legislation in computer games. 5. Moving towards religious governance of computer games. 6. Meeting the educational needs in the field of computer games. 7. Providing the context for presenting a religious model from producing to consuming computer games.
Methodology
The suitable method to collect the necessary data to identify jurisprudential problems of computer games is using a combination of library and field research methods. Because on the one hand, the research done in the field of computer games should be used, and on the other hand, one should study the many products that are widely available in the outside society and get enough familiarity to discover jurisprudential problems related to them through thematic analysis. The method of conducting research is descriptive and analytical that after the detailed description of computer games, it is necessary to analyze them with jurisprudential and customary analysis.
In order to discover jurisprudential problems, due to the newness of the subject, the field method will be used to understand as many angles, dimensions, and types of the subject as possible, and due to the interdisciplinary nature of the subject, it is necessary to use the community of producers, consumers, experts, specialists, etc. in the form of scientific meetings and interviews. Then, by using jurisprudential analysis, jurisprudential problems should be dealt with.
Structure
First Section: introduction of the jurisprudential problems of the constituent elements of computer games (individual and government jurisprudence in the three areas of production, distribution and consumption) and the second section: introduction of the jurisprudence problems of the goals and effects of computer games (individual and government jurisprudence in the three areas of production, distribution and consumption).
Novelty
1- Identifying and introducing jurisprudential problems of computer games in a wide and comprehensive way. 2- Presenting a multifaceted model in identifying and structuring jurisprudential problems of computer games. 3- Analyzing computer game components 4- Structured presentation of jurisprudential problems of computer games.
Results
Jurisprudence problems related to computer games are divided into individual jurisprudence and governmental jurisprudence in a general division, and in each of them, with regard to the content of the subject and the ultimate cause and its effects, they are organized in three areas including goals, content, effects and tools and according to the three types of people’s activities about it, it has been extracted, systematized and introduced in the three stages of production, distribution and consumption, and in the two areas of individual and governmental jurisprudence.