Socio-political risks of mass representation of the war and terrorism phenomena in video games
Автор: Tarasov Alexey N., Belyaev Dmitry A.
Журнал: Общество: политика, экономика, право @society-pel
Рубрика: Политика
Статья в выпуске: 9, 2021 года.
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The identification of socio-political risks that are generated by the modern video games are analyzed. The analysis of this problem is carried out on the example of video games, the plot of which is based on military and terrorist themes. The identified risks of a socio-political nature were generally classified - they are basically divided into two groups: socio-cultural and psychological. The first group of identified risks - socio-cultural is associated with the distortion of history. A significant number of examples of this group of socio-political risks have been identified in relation to Russian national history, in particular, the history of the Great Patriotic War. Another group of risks - psychological is associated with the devaluation of the idea of the war and terrorism phenomena as destructive phenomena in the minds of people. It is shown that this group of risks is particularly dangerous for the child's psyche. The possible ways of leveling the identified groups of socio-political risks are proposed.
Video games, screen media, war, terrorism, socio-cultural transformation, socio-political risks, digitalization, ideology
Короткий адрес: https://sciup.org/149137193
IDR: 149137193 | DOI: 10.24158/pep.2021.9.3