Video game industry continues to develop rapidly both technically and economically, and it is now the main part within media industry in terms of overall revenue. Moreover, a whole new science is emerging – ludology (from Greek ludus, ‘game’), which does not receive a lot of attention from specialists in international studies. Due to the processes of projection and emersion that are more distinct than in other types of media content, games have a more profound emotional and psychological influence on a person. Images depicted there – positive or negative – play a part in stereotyping. Video games are able to form a certain attitude not only to a country, nation or a social group, but also to phenomena and events, past and present (i.e., to colonial policies), they can be a platform for political speeches and manipulations. A story in them may be an alternative history with only some elements close to the objective reality, however, they contribute to the formation of associations, stereotypes, images, myths and, as a result, to the mass consciousness formation. Nation states and other actors are only starting to strategically use video games as a ‘soft power’ and public diplomacy tools, all while governmental support to the gaming industry and regulatory mechanisms are emerging, in the Russian Federation as well.
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Marina I. Strokova – Senior Research Assistant, Book Preparation Group, Scientific-Publishing Department.
Competing interests: no potential competing financial or non-financial interest was reported by the author.
Funding: no funding was received for conducting this study.
For citation: Strokova M.I. Video Games as an Instrument of Mass Consciousness Formation. Analysis and Forecasting. IMEMO Journal, 2024, no. 4, pp. 43-56. DOI: 10.20542/afij-2024-4-43-56 EDN: GMEIWK
For citation:
Strokova M. Video Games as an Instrument of Mass Consciousness Formation. Analysis & Forecasting. IMEMO Journal, 2024, no 4, pp. 43-56. https://doi.org/10.20542/afij-2024-4-43-56

