DOI: https://doi.org/10.21847/1728-9343.2016.5(145).83810

Virtual games as culture phenomenon of modern

Olga Alieva, Marina Zhukova

Abstract


In this article authors attempt to determine the role of video / computer games, as one of the most influential phenomenon of the modern culture in the discourse of social philosophy. In the analysis of this scientific problem authors appeal to the classical culturological conception of netherlandish thinker J. Huizinga, which is well - known as the "homo ludens" conception. Particular attention is paid to the contradictions of reality, with which every individual inevitably faces during his life, and artificially constructed a pseudoreality. This contradiction tirelessly leads to the crisis of legitimation social institutions in the modern post - industrial society.

Video / computer games, becoming one of the most exciting components of modern mass culture, influence both on the mental, emotional, moral condition of individuals and on the development of society as a whole.

Such influence of virtual games is ambiguous: on the one hand, these games can help human to meet needs in so-called "thrill", the newness, experience of something unusual, but on the other hand reduces need for development of critical thinking, imagination. Video games shift existential focus from the real existential, creative work to the virtual life, which has any creative mission.

Video / computer games in a globalizing world are actively helps users to accept more easily unfamiliar culture for them. The phenomenon of social space, contribute to the understanding of bias own perception of the world, increasing the role of axiological relativism and is accompanied by a crisis of social institutions' legitimation. Virtual games also become one of the main factors that transformes modern civilization from the "consumer society" into "society of experience" or "experience consumption society" - society that is relatively strongly defined understanding of life, having an inner orientation.

Keywords


video/computer game; homo ludens; postindustrial society; pseudoreality; "society of experience"

References


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