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 <front>
  <journal-meta>
   <journal-id journal-id-type="publisher-id">afjournal</journal-id>
   <journal-title-group>
    <journal-title xml:lang="ru">Анализ и прогноз. Журнал ИМЭМО РАН</journal-title>
    <trans-title-group xml:lang="en">
     <trans-title>Analysis &amp; Forecasting. Journal of IMEMO</trans-title>
    </trans-title-group>
   </journal-title-group>
   <issn pub-type="epub">2713-170X</issn>
   <publisher>
    <publisher-name xml:lang="ru">ИМЭМО РАН</publisher-name>
   </publisher>
  </journal-meta>
  <article-meta>
   <article-id pub-id-type="doi">10.20542/afij-2024-4-43-56</article-id>
   <article-id custom-type="edn" pub-id-type="custom">GMEIWK</article-id>
   <article-categories>
    <subj-group subj-group-type="heading">
     <subject>Research Article</subject>
    </subj-group>
    <subj-group subj-group-type="section-heading" xml:lang="ru">
     <subject>Статьи</subject>
    </subj-group>
   </article-categories>
   <title-group>
    <article-title xml:lang="ru">Видеоигры как инструмент формирования массового сознания</article-title>
    <trans-title-group xml:lang="en">
     <trans-title>Video Games as an Instrument of Mass Consciousness Formation</trans-title>
    </trans-title-group>
   </title-group>
   <aff-alternatives id="aff-1">
    <aff xml:lang="ru">
     <institution>СТРОКОВА Марина Игоревна, старший лаборант-исследователь группы подготовки книжных изданий научно-издательского отдела.
Национальный исследовательский институт мировой экономики и международных отношений имени Е.М. Примакова Российской академии наук, Российская Федерация, 117997 Москва, Профсоюзная улица, 23 ( strokova.m.i@imemo.ru ), ORCID: 0000-0001-8882-022X</institution>
    </aff>
    <aff id="aff-1-en-1" xml:lang="en">
     <institution>Primakov National Research Institute of World Economy and International Relations, Russian Academy of Sciences (IMEMO), 23, Profsoyuznaya Str., Moscow 117997, Russian Federation</institution>
    </aff>
   </aff-alternatives>
   <contrib-group>
    <contrib contrib-type="author" id="author-1" corresp="yes">
     <contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-8882-022X</contrib-id>
     <name-alternatives>
      <name name-style="eastern" xml:lang="ru">
       <surname>Строкова</surname>
       <given-names>Марина Игоревна</given-names>
      </name>
      <name name-style="western" xml:lang="en">
       <surname>Strokova</surname>
       <given-names>Marina</given-names>
      </name>
     </name-alternatives>
     <email>strokova.m.i@imemo.ru</email>
     <xref ref-type="aff" rid="aff-1"></xref>
     <xref ref-type="aff" rid="aff-1-en-1"></xref>
    </contrib>
   </contrib-group>
   <pub-date pub-type="epub">
    <day>28</day>
    <month>12</month>
    <year>2024</year>
   </pub-date>
   <issue>4</issue>
   <fpage>43</fpage>
   <lpage>56</lpage>
   <permissions>
    <copyright-statement xml:lang="ru">© СТРОКОВА М.И., 2024
Поступила в редакцию 31.07.2024.
После доработки 02.09.2024.
Принята к публикации 25.10.2024.</copyright-statement>
    <copyright-statement xml:lang="en">© Marina I. STROKOVA , 2024
Received 31.07.2024.
Revised 02.09.2024.
Accepted 25.10.2024.</copyright-statement>
    <copyright-year>2024</copyright-year>
    <copyright-holder xml:lang="ru">Строкова М.И.</copyright-holder>
    <copyright-holder xml:lang="en">Strokova M.</copyright-holder>
    <license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple">
     <license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p>
    </license>
    <license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple">
     <license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p>
    </license>
   </permissions>
   <self-uri xlink:href="https://www.afjournal.ru/2024/4/dynamics-of-social-and-political-spaces/video-games-as-an-instrument-of-mass-consciousness-formation">https://www.afjournal.ru/2024/4/dynamics-of-social-and-political-spaces/video-games-as-an-instrument-of-mass-consciousness-formation</self-uri>
   <abstract>
    <p>Индустрия видеоигр продолжает стремительно развиваться с технологической и экономической точек зрения, став главной отраслью индустрии развлечений по общей прибыли. Кроме того, формируется полноценная научная дисциплина, лудология (от греч. ludus – “игра”), однако этому направлению уделяется мало внимания специалистами в области международных отношений. За счет процессов проецирования и иммерсии, более выраженным чем при потреблении других форм медиаконтента, игры оказывают большее эмоциональное и психологическое воздействие на человека. Выведенные в них положительные или же отрицательные образы играют роль в стереотипизации. Видеоигры могут формировать определенное отношение не только к конкретным странам, народам и социальным группам, но и к феноменам и событиям настоящего и прошлого (например, к колониальной политике), стать платформой для политических высказываний и манипуляций. Их действие может проходить по сценарию альтернативной истории, или лишь их отдельные элементы могут напоминать реальную действительность, но все это участвует в формировании ассоциаций, стереотипов, образов, мифов и, как следствие, массового сознания. Национальные государства и другие акторы только начинают осознанно использовать видеоигры как инструмент “мягкой силы” и публичной дипломатии, одновременно с этим развиваются механизмы государственной поддержки игровой индустрии и механизмы ее регулирования, в том числе в Российской Федерации.
Жизнь имитирует искусство гораздо больше,
чем искусство – жизнь.
Оскар Уайлд
(эссе “Упадок искусства лжи”, 1889 г.)</p>
   </abstract>
   <trans-abstract xml:lang="en">
    <p>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.</p>
   </trans-abstract>
   <kwd-group xml:lang="ru">
    <kwd>видеоигры</kwd>
    <kwd>“мягкая сила”</kwd>
    <kwd>стереотипизация</kwd>
    <kwd>массовое сознание</kwd>
    <kwd>манипуляция массовым сознанием</kwd>
    <kwd>исторический нарратив</kwd>
    <kwd>альтернативная история</kwd>
   </kwd-group>
   <kwd-group xml:lang="en">
    <kwd>video games</kwd>
    <kwd>‘soft’ power</kwd>
    <kwd>stereotyping</kwd>
    <kwd>mass consciousness</kwd>
    <kwd>mass consciousness manipulation</kwd>
    <kwd>historical narrative</kwd>
    <kwd>alternative history</kwd>
   </kwd-group>
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     <meta-name>UDK</meta-name>
     <meta-value>32+327.8+79</meta-value>
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  <fn-group>
   <fn fn-type="conflict">
    <p>The authors declare that there are no conflicts of interest present.</p>
   </fn>
  </fn-group>
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</article>
