GRAMOTA Publishers suggests publishing your scientific articles in periodicals
Pan-ArtPedagogy. Theory & PracticePhilology. Theory & PracticeManuscript

Archive of Scientific Articles

SOURCE:    Historical, Philosophical, Political and Law Sciences, Culturology and Study of Art.
Issues of Theory and Practice
. Tambov: Gramota, 2016. № 12. Part 3. P. 45-51.
SCIENTIFIC AREA:    Philosophical Sciences
Procedure of Scientific Articles Publication | To Show Issue Content | To Show All Articles in Section | Subject Index

License Agreement on scientific materials use.

A POTENTIA AD ACTUM: VIRTUAL WORLD OF VIDEO GAME

Galanina Ekaterina Vladimirovna, Akchelov Evgenii Olegovich
National Research Tomsk Polytechnic University


Abstract. The article is devoted to a topical theme of studying the phenomenon of video games and virtual worlds constructed by them. An authorial definition of the notion "virtual world of video game" is suggested. The paper reveals the structure of the virtual world of the video game, describes its main elements, properties and characteristics. The multilayer character of the virtual world of the video game is shown by examples. It is concluded that the virtual world of the video game has its own existence.
Key words and phrases: структура видеоигры, виртуальный мир видеоигры, философия видеоигр, Архитектор виртуальных миров, Наблюдатель, "околоигровые феномены", многослойность, симулякр, structure of video game, virtual world of video game, philosophy of video games, Architect of Virtual Worlds, Observer, "phenomena relating to games", multilayer character, simulacrum
Open the whole article in PDF format. Free PDF-files viewer can be downloaded here.
References:
  1. Bogost Ya. Bardak v videoigrakh // Logos. 2015. T. 25. № 1. S. 79-99.
  2. Vetushinskii A. C. Osnovnye voprosy metafiziki videoigr // Mediafilosofiya X. Komp'yuternye igry: strategii issledovaniya. SPb.: Izdatel'stvo Sankt-Peterburgskogo filosofskogo obshchestva, 2014. S. 44-61.
  3. Vetushinskii A. S. To Play Game Studies Press the START Button // Logos. 2015. T. 25. № 1 (103). S. 41-60.
  4. Galanina E. V. Mif kak real'nost' i real'nost' kak mif: mifologicheskie osnovaniya sovremennoi kul'tury: diss.. k. filos. n. Tomsk, 2009. 160 s.
  5. Galanina E. V. Mif kak fenomen sovremennoi kul'tury // Vestnik Tomskogo gosudarstvennogo universiteta. 2007. № 305. S. 50-52.
  6. Galanina E. V. Mifologicheskie miry postmoderna // Fundamental'nye issledovaniya. 2015. № 2. Ch. 1. S. 200-203.
  7. Galanina E. V., Akchelov E. O. Virtual'nyi mir videoigry: kul'turfilosofskii analiz // Filosofskaya mysl'. 2016. № 7. S. 97-111.
  8. Gubar' O. V., Dmitrieva V. D. Formirovanie sotsial'no-ekonomicheskikh otnoshenii v virtual'nykh mirakh komp'yuternykh igr [Elektronnyi resurs] // RELGA: nauchno-kul'turologicheskii zhurnal. 2013. T. 5. URL: http://www.relga.ru/ Environ/WebObjects/tgu-www.woa/wa/Main?textid=3496&level1=main&level2=articles (data obrashcheniya: 22.11.2016).
  9. Gubar' O. V., Dmitrieva V. D., Popov M. V. Institutsionalizatsiya innovatsionnoi sredy v internet-formate // Potentsial i perspektivy ekonomicheskogo razvitiya Rossii v usloviyakh modernizatsii: monografiya / pod red. G. B. Kleinera, O. Yu. Mamedova, V. V. Sorokozherd'eva. M.: Sovremennaya ekonomika i pravo, 2012. S. 207-243.
  10. Delez Zh. Platon i simulyakr // Intentsional'nost' i tekstual'nost'. Filosofskaya mysl' Frantsii KhKh veka. Tomsk: Vodolei, 1998. S. 225-241.
  11. Shaev Yu. M. Prostranstvo i vremya virtual'nogo narrativa: fraktal'nyi podkhod // Gumanitarnyi vektor. 2016. T. 11. № 2. S. 88-91.
  12. Shumeiko M. V. Komp'yuternye igry kak novaya ontologicheskaya real'nost' chelovecheskogo sushchestvovaniya [Elektronnyi resurs] // Kontsept: nauchno-metodicheskii elektronnyi zhurnal. 2015. T. 13. S. 4551-4555. URL: http://e-koncept. ru/2015/85911.htm (data obrashcheniya: 22.11.2016).
  13. Castronova E. On Virtual Economies [Elektronnyi resurs] // Game Studies. 2003. Vol. 3. № 2. URL: http://www.gamestudies. org/0302/castronova/ (data obrashcheniya: 22.11.2016).
  14. Rigby S., Ryan R. M. Glued to Games: How Video Games Draw Us in and Hold Us Spellbound. Santa Barbara, CA: ABC-CLIO, 2011. 186 p.

Procedure of Scientific Articles Publication | To Show Issue Content | To Show All Articles in Section | Subject Index

© 2006-2024 GRAMOTA Publishers

site development and search engine optimization (seo): krav.ru