Digital behind the Looking-Glass. The Experience of Modernity in a Computer Game Environment

Abstract:

The article deals with the ontology of computer games. A dialectical relationship between reality and the narrative of a computer game is shown. The article considers the historical, philosophical, cultural, aesthetic and ethical aspects of the development of computer games as a phenomenon of modern popular culture. Computer games are defined as techno-artistic hybrids in the cultural world of man as a person playing. The analysis of cultural and artistic "roots" of electronic games is given. The problem of defining a virtual Other in the gaming experience of electronic games is posed. The problems of the narrative nature of video games and the features of their visual embodiment are discussed. In this article, the phenomenon of computer games is viewed from ontological, philosophical positions. Computer games, according to the authors, refer to a virtual narrative and have their own unique characteristics and characteristics. The authors distinguish the temporal and spatial features of virtual narrative on the material of computer games. According to the authors' opinion, the virtual narrative is a complex and heterogeneous phenomenon that must be examined from various perspectives.

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