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SOURCE:    Historical, Philosophical, Political and Law Sciences, Culturology and Study of Art.
Issues of Theory and Practice
. Tambov: Gramota, 2016. № 12. Part 2. P. 200-204.
SCIENTIFIC AREA:    Philosophical Sciences
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TOPOI OF VIRTUAL NARRATIVE: COGNITION AND ASSIMILATION OF THE WORLD BY A GAMER

Shaev Yurii Mikhailovich
Pyatigorsk State University


Abstract. The article is devoted to the analysis of virtual narrative topoi, their originality, place in the virtual world of a computer game and influence on the formation of a gamer’s perceptual attitudes. The topos is understood as special space, which is created in the process of contacting of a gamer-recipient and the virtual narrative. Within the framework of the topos ontological parameters of the virtual world of a computer game are connected to existential experience of a gamer. Interacting with the virtual topos of the narrative a gamer gets important experience of reality understanding and also forms perceptual, cognitive, evaluative attitudes and culture of existential experience.
Key words and phrases: компьютерные игры, видеоигры, виртуальный мир видеоигры, виртуальный нарратив, топос, гносеология, познание, освоение, игрок, computer games, video games, virtual world of video games, virtual narrative, topos, gnoseology, cognition, assimilation, gamer
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