Screen-game specificity of mass video game representation of the war and terrorism phenomena
Автор: Tarasov Alexey N.
Журнал: Общество: философия, история, культура @society-phc
Рубрика: Философия
Статья в выпуске: 9, 2021 года.
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The author analyzes the specifics of the representation of war and terrorism plots in modern video games of a political orientation. It is shown that today video games have become the subject of interdisciplinary study by such scientific fields as philosophy, cultural studies, political science and history, united in a complex direction, defined as Game Studies. One of the relevant and promising aspects of the study within the framework of this direction is the study of the specifics of the representation of the phenomena of war and terrorism in video games, i.e. exploring the means by which they attract the attention of potential gamers. It is concluded that the specific features of the representation of the phenomena of war and terrorism in video games include: their belonging to mass culture, features of visual embodiment, extensive use of the potential of spatial narrative, semantic and semiotic features. Acting in combination, the identified features contribute to the massive attraction of more and more new gamers.
Video games, screen media, war, terrorism, socio-cultural transformation, digital culture, digitalization, ideology
Короткий адрес: https://sciup.org/149138537
IDR: 149138537 | DOI: 10.24158/fik.2021.9.3