<?xml version="1.0" encoding="utf-8"?>
<journal>
<title>Advances in Cognitive Sciences</title>
<title_fa>تازه های علوم شناختی</title_fa>
<short_title>Advances in Cognitive Sciences</short_title>
<subject>Literature &amp; Humanities</subject>
<web_url>http://icssjournal.ir</web_url>
<journal_hbi_system_id>1</journal_hbi_system_id>
<journal_hbi_system_user>admin</journal_hbi_system_user>
<journal_id_issn>1561-4174</journal_id_issn>
<journal_id_issn_online>2783-073x</journal_id_issn_online>
<journal_id_pii></journal_id_pii>
<journal_id_doi>10.30514/icss</journal_id_doi>
<journal_id_iranmedex></journal_id_iranmedex>
<journal_id_magiran></journal_id_magiran>
<journal_id_sid></journal_id_sid>
<journal_id_nlai></journal_id_nlai>
<journal_id_science></journal_id_science>
<language>fa</language>
<pubdate>
	<type>jalali</type>
	<year>1401</year>
	<month>10</month>
	<day>1</day>
</pubdate>
<pubdate>
	<type>gregorian</type>
	<year>2023</year>
	<month>1</month>
	<day>1</day>
</pubdate>
<volume>24</volume>
<number>4</number>
<publish_type>online</publish_type>
<publish_edition>1</publish_edition>
<article_type>fulltext</article_type>
<articleset>
	<article>


	<language>fa</language>
	<article_id_doi></article_id_doi>
	<title_fa>بررسی تاثیر بازی‌های گوشی‌های هوشمند بر احساسات: رویکردی بر مهندسی کانسی</title_fa>
	<title>Investigating the effect of smartphone games on emotions: An approach to Kansei Engineering System</title>
	<subject_fa>روان شناسی شناختی</subject_fa>
	<subject></subject>
	<content_type_fa>پژوهشي اصیل</content_type_fa>
	<content_type>Research</content_type>
	<abstract_fa>&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;span style=&quot;line-height:2;&quot;&gt;&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;direction:rtl&quot;&gt;&lt;span style=&quot;unicode-bidi:embed&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;Calibri&amp;quot;,sans-serif&quot;&gt;&lt;b&gt;&lt;span lang=&quot;FA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Titr&amp;quot;&quot;&gt;مقدمه:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt; &lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;امروزه بازی&#8204;های گوشی&#8204;های هوشمند به یکی از پرطرفدارترین روش&#8204;های سرگرمی و بازی در بین همه سنین تبدیل شده و هر روز بر تنوع آنها افزوده می&#8204;شود. افراد&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt; زمان بسیاری را صرف این بازی&#8204;ها می&#8204;کنند و از آنها تأثیر می&#8204;پذیرند. &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;در این مطالعه سعی شده است به بررسی ویژگی&#8204;هایی که احساسات مختلف بازیکنان را تحت تاثیر قرار می&#8204;دهد و باعث می&#8204;شود تا یک بازی برای مخاطبین خود جذاب باشد پرداخته شود، تا در طراحی بازی&#8204;ها به کار برده &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;FA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;شود&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt; و امکان جذب مخاطبین بیشتری برای باز&#8204;های هدفند به وجود آید.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;direction:rtl&quot;&gt;&lt;span style=&quot;unicode-bidi:embed&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;Calibri&amp;quot;,sans-serif&quot;&gt;&lt;b&gt;&lt;span lang=&quot;FA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Titr&amp;quot;&quot;&gt;روش کار:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt; &lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;این مطالعه بر روی پنج رده سنی مختلف با حجم نمونه کلی 142 نفر، که از روش نمونه&#8204;گیری غیراحتمالی ساده به &#8204;دست آمدند، صورت گرفت و از روش مهندسی&#8204;کانسی برای جمع&#8204;آوری اطلاعات استفاده شد. نتایج به&#8204; دست آمده توسط نرم&#8204;افزار &lt;/span&gt;&lt;/span&gt;&lt;span dir=&quot;LTR&quot; style=&quot;font-family:&amp;quot;Times New Roman&amp;quot;,serif&quot;&gt;Excel&lt;/span&gt; &lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;تحلیل گردید و ارتباط بین سبک&#8204;های متفاوت بازی&#8204;ها و احساساتی که این بازی&#8204;ها در بازیکنان ایجاد می&#8204;کنند مورد بررسی قرار گرفت.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;direction:rtl&quot;&gt;&lt;span style=&quot;unicode-bidi:embed&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;Calibri&amp;quot;,sans-serif&quot;&gt;&lt;b&gt;&lt;span lang=&quot;FA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Titr&amp;quot;&quot;&gt;یافته&#8204;ها:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt; &lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;طبق نتایج به&lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;FA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt; &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;دست&#8204; آمده در این مطالعه، &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;FA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;در همه گروه&#8204;ها کلمه سرگرم شدن تقریبا بالاترین امتیاز و کلمه ترس، خشونت و ناامیدی کمترین امتیاز را داشتند و &lt;/span&gt;&lt;/span&gt;&lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;کلمات کانسی در بازی &lt;/span&gt;&lt;/span&gt;&lt;span dir=&quot;LTR&quot; style=&quot;font-family:&amp;quot;Times New Roman&amp;quot;,serif&quot;&gt;Call of duty&lt;/span&gt; &lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt;در بین همه رده&#8204;های سنی دارای بیشترین امتیاز بود. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;direction:rtl&quot;&gt;&lt;span style=&quot;unicode-bidi:embed&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;Calibri&amp;quot;,sans-serif&quot;&gt;&lt;b&gt;&lt;span lang=&quot;FA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Titr&amp;quot;&quot;&gt;نتیجه&#8204;گیری:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt; جذابیت بازی &lt;/span&gt;&lt;/span&gt;&lt;span dir=&quot;LTR&quot; style=&quot;font-family:&amp;quot;Times New Roman&amp;quot;,serif&quot;&gt;Call of duty&lt;/span&gt;&lt;span lang=&quot;AR-SA&quot; style=&quot;font-size:12.0pt&quot;&gt;&lt;span style=&quot;font-family:&amp;quot;B Nazanin&amp;quot;&quot;&gt; نشان می&#8204;دهد تعاملات اجتماعی، شبیه&#8204;سازی دنیای واقعی و گرافیک و صدا احساسات بازیکنان را تحت تاثیر قرار می&#8204;دهد، و سبب افزایش علاقه بازیکن می&#8204;شود. پیشنهاد می&#8204;شود که طراحی بازی&#8204;ها در پلتفرم&#8204;های مختلف از لحاظ عصب&amp;shy;شناسی نیز مورد بررسی قرار گیرند.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;</abstract_fa>
	<abstract>&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Introduction&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Smartphones provide countless opportunities for users to eliminate negative emotional states and have more enjoyable experiences by interacting with others and digital content. &lt;/span&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Today &lt;/span&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;game designers are looking for ways to improve the user experience to enhance players&amp;#39; experience by improving their connections with a game. On the other hand, modern education has taken a new approach through the conceptual combination of video games. Unquestionably, many educational games need more fun and interactive aspects of a video game. Depending on several factors, players can experience emotions such as joy, anxiety, satisfaction, fear, or disappointment while playing. Indeed, two crucial questions game designers need to ask themselves are why people play games and what motivates them. It can be said that the main reason for the game for people is that &amp;quot;video games are now considered a human experience&amp;quot;. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;In different style games, the player is informed individually about affairs, events, and processes that force them to take actions such as forecasting, planning, and vital decisions. Finally, prudent management is if the answers are accurate, correct, and intelligent; researchers have shown that such games significantly affect selective attention, working memory, spatial visualization, reaction time, and even processing speed. For all the reasons mentioned, in this study, an attempt has been made to examine the type of interest of people in different game styles to help game developers.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Kansei Engineering System&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Kansei is a Japanese word that originated from the heart of Japanese culture and is a kind of psychological feeling or product of imagination that has no direct equivalent in the vocabulary of other languages. The term is actually derived from Japanese culture, which is closely related to the characteristics of this culture. The concept of Kansei is very much related to the concept of personal feelings. In this research, an attempt is made to help game developers design games that interest users by using the &lt;span style=&quot;color:#0e101a&quot;&gt;Kansei engineering system&lt;/span&gt;.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Methods&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Research questionnaire &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;In this research, the &lt;span style=&quot;color:#0e101a&quot;&gt;Kansei engineering system&lt;/span&gt; was used to evaluate products. At first, different styles of mobile games were studied. According to a study on a variety of smartphone games, the results obtained on the styles of these game categories are action, words, puzzles, simulation, driving, hobby, strategy, sports, and music. Then, based on the opinions of activities in designing game design, one or two games were selected from each group. The semantic differentiation method (5 scales) was used to prepare the questionnaire. For this purpose, first, the words and vocabulary related to the scope of the games were collected; out of about 70 words, 15 words, &amp;quot;boredom, pleasure, excitement, cheerfulness, fun, fear, stress, addiction, violence, empowerment, despair, futility, peace, challenge and usefulness&amp;quot; were selected. This study was conducted on five group: 11 to 15 years, 16 to 19 years, 20 to 25 years, 26 to 35 years, and 36 years and above. Using a simple non-probability sampling method, 32, 31, 31, 25, and 24 people answered the questionnaire for each age group, respectively. Sixteen games were included in the online questionnaire, along with Kansei words. Also, at the beginning of each game, users were asked to fill in the options for that game if they were familiar with it. After analyzing the results of the questionnaire, the correlation coefficient was used for clustering Kansei words. Words that were close in correlation coefficient were numerically related to each other, regardless of the semantic relationship. In the next step, each table of words that had different correlation coefficients with different words was located in such a way that they had the highest correlation coefficient with the previous or next cluster.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Results&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;The score of each Kansei word in different games for each age group was analyzed. Kansei&amp;#39;s words for the game of Call of Duty had the highest score among all the games in all groups. In the age group of 26 to 35 years, the cooking fever score was also at the level of the Call of Duty game. In the age group of 11 to 15 years, the Amirza game had the lowest score, and most words in this game had a score of less than 2. In the age group of 16 to 19 years and 20 to 25 years, Angela scored the lowest, and most of the words in this game scored less than 2 and 2.5, respectively. In the age group of 26 to 35 years and 36 years and above, cooking fever scored the lowest, and most words in this game scored less than 3 and 2.5, respectively. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;For the age group of 11 to 15 years, clusters of 5, 8, 9, and 10 have correlation coefficients higher than 0.8. Similarly, for the age group of 16 to 19 years, clusters 2 and 7 have correlation coefficients higher than 0.9, and clusters 4 and 8 have correlation coefficients higher than 0.8. For the age group of 20 to 25 years, cluster 7 has a correlation coefficient higher than 0.9, and clusters 4 and 8 have a correlation coefficient higher than 0.8. For the age group of 26 to 35 years, cluster 7 has a correlation coefficient higher than 0.8, and clusters 4 and 8 have correlation coefficients higher than 0.8. For the age group 36 years and above, clusters 3, 9, and 11 have correlation coefficients higher than 0.8, and clusters 6 and 10 have correlation coefficients higher than 0.8.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;The highest score in each cluster, in the age group of 11 to 15 years, the game of Sudoku was the most frequent among all clusters. In the age groups of 16 to 19 years, 20 to 25 years, and 36 years and above, the game Call of Duty was the most frequent among all clusters, and in the age groups of 26 to 35 years, Angela&amp;#39;s game was the most frequent among all clusters. Finally, in the age group of 36 years and above, in addition to Call of Duty, Clash Royale and Street Racing games were more frequent among the clusters.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Conclusion&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Smartphone games with features such as interactivity and a simulation platform have attracted a large number of audiences in various age groups and have a significant place in people&amp;#39;s leisure time. This study tried to identify users&amp;#39; feelings towards different game styles using the Kansei engineering system and extract the features considered by different age groups and use them in designing games. In all groups, the word entertainment had the highest score, while the word fear, violence, and despair scored the lowest. Call of Duty was also prevalent among all age groups due to factors such as graphics, social interactions, sound effects, narrative structure, 3D images, and realism. It can be concluded that in designing any style of play and for any age, creating a sense of the natural world for individuals will be a critical success. Furthermore, paying attention people&amp;rsquo;s to the mental and emotional states, according to their age, will be very effective in designing the game. In addition, it is recommended that future studies can be conducted on various gaming platforms (e.g., PCs, Tablets, and the like) besides examining different game designs neurologically.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Ethical Considerations&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Compliance with ethical guidelines&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;The researchers obtained informed consent from the participants.&lt;/span&gt; &lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;The method implemented in this research was a survey, and all procedures followed ethical principles.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Author&amp;rsquo;s contribution&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;The participation of all authors, including the main and secondary researchers, in correcting and revising the article was 100%.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Funding&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;This article has not received any financial support from any institution.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Acknowledgment &lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;The authors would like to thank the professors who helped us to conduct this research. The authors would also like to thank all volunteers who participated in this study.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;b&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Conflict of Interest&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&lt;span style=&quot;font-size:11pt&quot;&gt;&lt;span style=&quot;line-height:150%&quot;&gt;&lt;span calibri=&quot;&quot; style=&quot;font-family:&quot;&gt;&lt;span new=&quot;&quot; roman=&quot;&quot; style=&quot;font-family:&quot; times=&quot;&quot;&gt;Hereby, the authors of this article declare and clarify that there is no conflict of interest.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br&gt;
&amp;nbsp;</abstract>
	<keyword_fa>مهندسی‌کانسی, بازی‌های رایانه‌ای, بازی‌های گوشی‌های هوشمند, احساس</keyword_fa>
	<keyword>Office engineering, Computer games, Smartphone games, Emotion</keyword>
	<start_page>59</start_page>
	<end_page>73</end_page>
	<web_url>http://icssjournal.ir/browse.php?a_code=A-10-1481-1&amp;slc_lang=fa&amp;sid=1</web_url>


<author_list>
	<author>
	<first_name>Zahra Sadat</first_name>
	<middle_name></middle_name>
	<last_name> Jahromi</last_name>
	<suffix></suffix>
	<first_name_fa>زهرا سادات</first_name_fa>
	<middle_name_fa></middle_name_fa>
	<last_name_fa>جهرمی</last_name_fa>
	<suffix_fa></suffix_fa>
	<email></email>
	<code>100319475328460014512</code>
	<orcid>100319475328460014512</orcid>
	<coreauthor>No</coreauthor>
	<affiliation>MA in Cognitive Sciences, Department of Creative Design, Institute of Cognitive Sciences, Pardis, Iran</affiliation>
	<affiliation_fa>دانشجوی کارشناسی ارشد علوم شناختی، گروه طراحی خلاقیت، موسسه آموزش عالی علوم شناختی، پردیس، ایران</affiliation_fa>
	 </author>


	<author>
	<first_name>Nasser</first_name>
	<middle_name></middle_name>
	<last_name>Koleini Mamaghani</last_name>
	<suffix></suffix>
	<first_name_fa>ناصر</first_name_fa>
	<middle_name_fa></middle_name_fa>
	<last_name_fa>کلینی ممقانی</last_name_fa>
	<suffix_fa></suffix_fa>
	<email>Koleini@iust.ac.ir</email>
	<code>100319475328460014513</code>
	<orcid>100319475328460014513</orcid>
	<coreauthor>Yes
</coreauthor>
	<affiliation>Associate Professor, School of Architecture and Environmental Design, Iran University of Science and Technology, Tehran, Iran</affiliation>
	<affiliation_fa>دانشیار گروه طراحی ‌صنعتی، دانشکده معماری و شهرسازی، دانشگاه علم و صنعت ایران، تهران، ایران</affiliation_fa>
	 </author>


	<author>
	<first_name>Hasan</first_name>
	<middle_name></middle_name>
	<last_name>Sadeghi Naeini</last_name>
	<suffix></suffix>
	<first_name_fa>حسن</first_name_fa>
	<middle_name_fa></middle_name_fa>
	<last_name_fa>صادقی نائینی</last_name_fa>
	<suffix_fa></suffix_fa>
	<email></email>
	<code>100319475328460014514</code>
	<orcid>100319475328460014514</orcid>
	<coreauthor>No</coreauthor>
	<affiliation>Associate Professor, School of Architecture and Environmental Design, Iran University of Science and Technology, Tehran, Iran</affiliation>
	<affiliation_fa>دانشیار گروه طراحی ‌صنعتی، دانشکده معماری و شهرسازی، دانشگاه علم و صنعت ایران، تهران، ایران</affiliation_fa>
	 </author>


</author_list>


	</article>
</articleset>
</journal>
