The phenomenon of video games in the context of the genesis of screen culture and the space of social everyday life

Автор: Tarasov Alexey N., Belyaev Dmitry A.

Журнал: Общество: философия, история, культура @society-phc

Рубрика: Философия

Статья в выпуске: 5, 2023 года.

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The article focuses on the explication of the constitution of the phenomenon of video games in the context of the genesis of screen culture and the space of social everyday life. The work shows that video games represent a stage in the evolution of screen culture. The latter, having originated in the late XIX century as a result of scientific and technological progress, by the last third of the XX century revealed a new stage of its evolution, which is what the video game space is. Today, screen culture has acquired the character of a universal, mass phenomenon, forming a specific field of everyday life. Its dominant position in modern culture determines the consciousness of a typical inhabitant of the information society. The article concludes that video game space maximizes the subject's inclusion in the screen process, overcoming the receptive position of the individual, characteristic of previous stages of the evolution of screen culture. The conclusion is made that screen culture at the present stage of its development has reached a qualitatively new level, which is achieved through the observance of the principle of interactivity, the potential of which has been disclosed through video games. Specific examples of the practices of transforming the space of social everyday life under the influence of the video-game narrative are given.

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Video games, screen media, screen culture, everyday life, culture of everyday life, socio-cultural transformation, digitalization

Короткий адрес: https://sciup.org/149143066

IDR: 149143066   |   DOI: 10.24158/fik.2023.5.6

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