ISSN 2409-7616

Kargapolova E.V., Vakhnenko E.V., Andrushevsky A.T.



Kargapolova E.V.1 (Moscow, Russian Federation) –; Vakhnenko E.V.1 (Moscow, Russian Federation) –; Andrushevsky A.T.1 (Moscow, Russian Federation) –

1Plekhanov Russian University of Economics

Abstract. The article presents the results of the analysis of video games as a socio-cultural leisure practice, that is, taking into account the contradictory eclecticism of cultural traditions of the modern world, the mobility of the boundaries of real and virtual, mass and elite. The main research method is content analysis. The object of analysis is sixty–five of the most popular video games of the last decade. It has been revealed that the creators of the vast majority of games are large companies. This reflects the socio-cultural situation of the global expansion of TNK corporate culture as a source of unification, alienation, and loss of personal responsibility. The US dominance in the market of popular video games is shown as a manifestation of media colonialism. It is noted that through the prism of the game as a text, the culture of the West is projected with the predominance of the discourse of war – violence, romanticization of deviation (plots of body augmentation, cannibalism, etc.), the erosion of moral norms in their traditional understanding. Quite often there are themes of friendship, honor, dignity, but the format of simulacra allows you to substitute virtues with vices (good – evil, for example). The authors believe that the technical capabilities of channels implementing video games can exacerbate the identity crisis, as they immerse the user in a shaky (“cartoon”) reality. According to the choice of the game setting, as well as in real life, there is a differentiation of gaming communities. The boundaries between these communities, although declared illusory, can become insurmountable (different language, lifestyle, income level, etc.). The authors believe that the denial of the influence of violence in the virtual space of the game on real life contradicts the logic of understanding society as a system. If an individual is exposed to negative influences, as an essential element and condition for the functioning of the system, then this will necessarily affect the system as a whole.

Keywords: video game, leisure, leisure practice, socio-cultural environment, video game industry.


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For citation: Kargapolova E.V., Vakhnenko E.V., Andrushevsky A.T. Video game as a sociocultural leisure practice (based on content analysis materials).CITISE, 2024, no. 2, pp. 186-198.