Virtual games as culture phenomenon of modern

Olga Alieva, Marina Zhukova


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.


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


Philosophical Encyclopedic Dictionary (1997), Infra Publishing, Moscow, 576 p. (rus).

Huizinga, Johan (1992), Homo ludens. Man playing [translat.], Progress, Moscow, 464 p. (rus).

Samoylova, H. and Shayev, Y. (2015), Virtual reality as a narrative: linear and nonlinear, Fundamentalnye issledovaniya, №2-9, 2033-2035 (rus).

Chernov, R. (2007), Basics of ludological cognition, Raduga Publishing, Moscow, 422 p. (rus).

Shaw, A. (2010), What Is Video Game Culture? Cultural Studies and Game Studies, Games and Culture, October, vol. 5, no. 4, 403-424. doi: 10.1177/1555412009360414

Sultanova, M. (2014), Lawrence Minella. Game and culture (post) modern. (Essay about changes in the scientific interest to the phenomenon of the game). (Transl.), Psychology and psychotechnology, № 11, 1186-1204. doi: 10.7256/2070-8955.2014.11.13438

Şentuna, Barış & Kanbur, Dinçer (2016), Any future updates will be listed below What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga, Sport, Ethics and Philosophy, Vol.10, Issue 1, 42-50. doi: 10.1080/17511321.2016.1177581

Sotnikova, O. (2005), Play and communication in social virtual reality of 2005 year, Thesis abstract candidate of philosophical sciences in specialty 09.00.03, Kharkiv, 17 p. (ukr).

Kurylenko, I. (2015), Transformation of the games’ phenomenon in the discourse of postmodernism, Ukraine’s culture, Vol. 49, pp. 41-50, available at:

Kauyya, R. (2007), Games and people. Articles and essays on the sociology of culture, United humanitarian publishing, Moscow, 304 p. (rus).

Schulze, G. (2007), Die Zukunft der Erlebnisgesellschaft, in: Oliver Nickel (Hrsg.). Eventmarketing, München, 307-318. doi: 10.15358/9783800643721_307.

GOST Style Citations

1. Философский энциклопедический словарь. - М. : Инфра, 1997. - 576 с.


2. Хейзинга Й. Homo ludens. Человек играющий / Йозеф Хейзинга. - М. : Прогресс, 1992. - 464 с.


3. Самойлова Е. О. Виртуальная реальность как нарратив: линейность и нелинейность [Електронний ресурс] / Е. О. Самойлова, Ю. М. Шаев // Фундаментальные исследования. - 2015. - № 2-9. - С. 2033-2035. - Режим доступу :


4. Чернов Р. П. Основы людологического познания / Р. П. Чернов. - М. : Радуга, 2007. - 422 с.


5. Shaw A. What Is Video Game Culture? Cultural Studies and Game Studies / Adrienne Shaw // Games and Culture. - 2010. - October, vol. 5, no. 4. - Рp. 403-424. doi: 10.1177/1555412009360414


6. Султанова М. А. Лоуренс Миннела. Игра и культура (пост) модерна. (Очерк об изменениях в научном интересе к феномену игры) / М. А. Султанова // Психология и Психотехника. - 2014. - № 11. - C. 1186-1204. doi: 10.7256/2070-8955.2014.11.13438


7. Şentuna B. Any future updates will be listed below What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga / Barış Şentuna & Dinçer Kanbur // Sport, Ethics and Philosophy. - 2016. - Vol. 10, Issue 1. - Рp. 42-50. doi: 10.1080/17511321.2016.1177581


8. Сотникова О. О. Гра та комунікація в соціальній віртуальній реальності 2005 года : автореф. дис. на здобуття наук. ступеня канд. філос. наук : спец. 09.00.03 / О. О. Сотникова ; Харк. нац. ун-т ім. В.Н.Каразіна. - Харків, 2005. - 17 с.


9. Куриленко І. А. Трансформація феномену гри в дискурсі постмодернізму [Електронний ресурс] / І. А. Куриленко // Культура України. - 2015. - Вип. 49. - С. 41-50. - Режим доступу :


10. Кайуа Р. Игры и люди. Статьи и эссе по социологии культуры / Роже Кауйя. - М. : ОГИ (Объединенное гуманитарное изд-во), 2007. - 304 с.


11. Schulze G. Die Zukunft der Erlebnisgesellschaft / Gerhard Schulze // Eventmarketing / [Oliver Nickel (Hrsg.)]. - München : Auflage, 2007. - Seite 307-318. doi: 10.15358/9783800643721_307

Copyright (c) 2019 Olga Alieva, Marina Zhukova

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

ISSN 1728-9343 (Print)

ISSN 2411-3093 (Online)