Anton Sukhov | Ural Federal University (original) (raw)
Papers by Anton Sukhov
ICEEL '22: Proceedings of the 2022 6th International Conference on Education and E-Learning, University of Tsuru, Tsuru, Japan, Apr 2023
The growing attention to the Middle Ages in scientific discourse (neo-medievalism, H. Bull, A. C.... more The growing attention to the Middle Ages in scientific discourse (neo-medievalism, H. Bull, A. C. Arend, S. J. Kobrin), in traditional media and popular culture (e.g. "The Last Kingdom" television series) in turn, led to a widespread representation of medieval theme in digital new media and virtual reality of modern video games. The paper investigates the gamification of the Middle Ages on the example of one of the most historically accurate video games, "Kingdom Come: Deliverance" (KCD). This role-playing game with its careful attention to historical heritage can be an educational game tutorial on medieval history (in the setting of the medieval Kingdom of Bohemia). KCD represents period-accurate society, politics and religion, as well as weapons, clothing, combat techniques, and architecture (recreated with the assistance of architects and historians), historical events, characters and immersive gameplay. The medieval history, boring for some students, takes on fascinating forms of a role-playing video game. The virtual world of KCD can help solve the problem of student motivation and "involvement" (E. Goffman). The emphasis, in this case, is not on the formal academic extrinsic motivation, but on the intrinsic motivation (A. Marczewski) and key drivers for motivation (Y.-K. Chou), provided by the detailed, and historically accurate virtual medieval world of KCD, both at the ludological (gameplay) and narratological (historical plot) levels. This allows us to speak of KCD, as, in fact, gamification of the Middle Ages. In terms of methodology, the study uses the actual models and theories of gamification (Y.-K. Chou, A. Marczewski, S. Deterding, R. Bartle), the dichotomy of ludology and narratology (G. Frasca, J. Juul), the non-reductionist approach (I. Bogost), the concept of the "involvement" (E. Goffman), the principle of historicism and regional typology. The findings of the paper can be useful for modern educational, historical, cultural and game studies.
Proceedings of the 14th International Conference on Game Based Learning ECGBL 2020, University of Brighton, UK, 2020
Many modern video games contain entire religious systems, which often are not monotheistic, but p... more Many modern video games contain entire religious systems, which often are not monotheistic, but polytheistic and neo-pagan. This can lead to such an unusual case when a gamer (who considers himself to one of the world monotheistic religions) faces the problem of a clear violation of the first commandment of the Decalogue. It is possible to determine two problematic aspects in the study of the religious discourse of video games: external and internal. The external aspect focuses on the problem of the relation of world religions to video games. Modern Judaism marked immersion to the virtual worlds negative (games distract from the spiritual life and cultivate violence). Eastern Christianity defines video games as a "sin" and the promotion of satanic activities. Western Christianity blames violent video games that deprive too much time. Contemporary Islam allows games if they do not distract from the prayer and do not violate the monotheistic principle. Unlike the Abrahamic religions, Buddhism reveals the psychotherapeutic and meditative value of video games. The "inner" aspect represents monotheistic and polytheistic religions within the virtual worlds of video games. The virtual representation of Judaism is a rare case in video games ("FIVE: Guardians of David"). Christian video games ("Bible Adventures", "The Bible Game", "Catechumen") may be regarded as a relevant example of religious game-based learning. Islam is not widely represented in video games as Christianity (historical strategies). Eastern religions presented in video games in explicit and implicit forms (JRPGs). There are several characters from historical and neo-pagan polytheistic cults in action games ("Wolfenstein", "Prince of Persia"). Since most of the RPGs are not historical but represent fantasy worlds ("Dragon Age") or fantastic worlds of future ("Mass Effect"), religions usually represented by a variety of neo-pagan polytheistic cults ("The Elder Scrolls", "Gothic"). At the same time, it is possible to find historical polytheistic pagan cults (Olympic, Scandinavian cults) in action RPGs. Strategy games represent historical monotheistic and polytheistic religions ("Total War"). "God games" represent the violation of the main principle of monotheism and teach gamers to use occult magical practices ("Black and White"). In terms of methodology, the study uses the dichotomy of monotheism and polytheism, the diachronic principle of historicism, the dialectics of historical and fantasy neo-pagan cults, the dichotomy of ludology and narratology, non-reductionist approach of I. Bogost, the concept of the involvement of E. Goffman, the transpersonal methodology of S. Grof. The findings of the paper may be useful for modern religious, cultural, and game studies.
Proceedings of the 15th International Conference on Game Based Learning ECGBL, University of Brighton, UK, 2021
The increasing attention to the Middle Ages in popular culture (e.g. the TV series "Vikings") and... more The increasing attention to the Middle Ages in popular culture (e.g. the TV series "Vikings") and scientific discourse (neo-medievalism, H. Bull, S. J. Kobrin, A. C. Arend) in turn, led to a widespread medieval theme in digital media and virtual worlds of modern video games. The paper investigates the gamification of the Middle Ages on the relevant example of innovative educational capabilities of user modifications (mods) of the historical game "Total War: Medieval II" (TWM2). Compared to the original 2006 game, many (still) constantly appearing (even in 2021) custom mods were created in close collaboration with professional historians and significantly improve historical authenticity and the level of involvement (E. Goffman) of gamers. Methodologically, the study takes into account that TWM2 with its mods is a genre hybrid of turn-based and real-time strategy with RPG (role-playing game) elements. According to these three levels, user mods: 1) discover new historical regions as well as the cultural, political, technical, and religious backgrounds of regional medieval history (at a strategic turn-based level), 2) carefully represent new historical types of troops (at a tactical real-time level), and 3) add new historical medieval characters (at an additional RPG level). The paper reveals the innovative educational capabilities of TWM2 mods that improve the historical authenticity of the original game and allow engaging game-based learning of medieval history. In terms of methodology, the study uses the newest theories of gamification (Y.-K. Chou, A. Marczewski, S. Deterding, R. Bartle), the diachronic principle of historicism and regional typology, the dichotomy of ludology and narratology (G. Frasca, J. Juul), the non-reductionist approach of I. Bogost, the concept of the "involvement" (E. Goffman). The findings of the paper can be useful for modern historical, educational, and game studies.
Proceedings of the 12th European Conference on Games Based Learning (ECGBL), 4-5 October, 2018. Sophia Antipolis, France, 2018
Historical strategy game “Total War: Medieval II” (TWM2) from the famous “Total War” series (2000... more Historical strategy game “Total War: Medieval II” (TWM2) from the famous “Total War” series (2000-2018) was published in 2006, however it is still popular and has many constantly emerged user modifications (mods) created with the assistance of professional historians. The research of TWM2 is relevant in the view of increasing attention to Middle Ages in popular culture (including traditional media and modern computer games) and in scientific discourse (neomedievalism). The paper investigates perspective educational possibilities of TWM2. In terms of methodology, it is possible to identify two main educational aspects of TWM2: “internal” and “external. The first “internal” educational aspect refers to education and training within the virtual world of TWM2. It includes special educational mechanism (“tutorial”) that allows the gamer to understand interface and basic principles of the game mechanics. On the strategic turn-based level the tutorial helps the player to understand the basic principles of the development of game economy, diplomacy, units production. On the tactical real-time level, the tutorial allows to learn the tactical schemes of the operation control of battle units. On the additional role-playing level a gamer learns how to improve military and social skills of his generals and agents. The “external” dimension of the research represents innovative educational opportunities of TWM2 for the personal and professional development. TWM2 can form professional competences in the sphere of administrative management, economic management and even crisis management in extreme conditions of limited resources (on the strategic turn-based world map level), army management (on the tactical real-time level). TWM2 with careful attention to historical heritage can be an attractive interactive study of the medieval history. Authentic historical events, religions, disappeared countries, types of troops that on paper seem to be something illusory, gain bright visible contours in the computer game. Boring for some students, medieval history acquires fascinating virtual game forms. TWM2 represents cultural, political, technical and religious background of the real medieval history and many historical characters. At the same time, virtual world of TWM2 can transcend “linear temporality” (Grof) and model different scenarios of alternative history that can be useful for social and political studies.
Proceedings of the 13h European Conference on Games Based Learning. The University of Southern Denmark. 3-4 October, 2019, 2019
Simulation video games (SVGs) are extremely wide category of modern video games, which provide in... more Simulation video games (SVGs) are extremely wide category of modern video games, which provide innovative educational possibilities for personal and professional development. SVGs represent practically all forms of human activities, which in turn may raise sophisticated ethical issues. In terms of methodology, most of the educational vehicle SVGs can be studied within the framework of ludology. The typological features of hybrid social SVGs can be investigated by means of narratological methodology and non-reductionist approach (I. Bogost). It is possible to identify two problematic ethical aspects of SVGs: "internal" and "external". The "internal" aspect investigates ethical issues within the virtual worlds of SVGs. The "external" aspect focuses on the problem the use of SVGs experience for the violation of moral and legal norms in society. The main objective of the paper is to identify key educational possibilities of SVGs and reveal their ethical dimension. Civil vehicle SVGs (car, bus, truck, train, racing games) provide outstanding educational possibilities for training driver skills, but may provoke traffic offense. Flight SVGs allow training pilots of civil airlines, but can be used by terrorists. Military aviation, tank, navy and submarine SVGs train combat vehicles control and raise ethical issues of violence against virtual/real civilians. Sports SVGs allow skills training and actualize the problem of cheating/doping. More complicated social SVGs represent the models of social behaviour as well as the problems of deviant behavior and virtual harassment. Business simulators are relevant in the context of gamification, but raise the ethical issues of capitalist exploitation. Medical SVGs can help to rehearse a surgical operation and at the same time represent medical errors. Educational combat SVGs actualize the problems of the virtual violence and its influence on social behavior. Construction and management SVGs raise moral dilemmas in city management ("SimCity"). Government SVGs besides the educational aspects of public administration may represent the violation of legal norms. God games actualize the problems of moral choices in the discourse of religious ethics. The findings of the paper can be useful for the study of game based learning and modern ethical research.
3rd International Scientific Conference on Social Sciences and Arts. Conference Proceedings. (2016), Sep 30, 2016
Computer games are bright example of the evolution of digital media and modern audiovisual techno... more Computer games are bright example of the evolution of digital media and modern audiovisual technologies. Extremely popular now, computer games have come a long way from the primitive arcade games to full virtual worlds like "Fallout 3" with millions details and moral dilemmas. This paper devoted to the research of ethical issues of modern computer games. In terms of methodology, we can identify two main problematic aspects in the study of the ethical dimension of computer games: external and internal. First, the external aspect include the problem of computer game addiction. It traditionally marked negatively both in secular ethical systems (game addiction as a form of drug addiction), and in religious ethics (computer games distract from the spiritual life). Second, the problem of the influence of game violence on human behavior in society (direct connection between game violence and asocial actions is not proven). The inner aspect of ethical research methodologically more linked with the phenomenology of computer games. Here, in the view of heterogeneity and genre differentiation of computer games ethical issues are considered within the virtual worlds of computer games. In simple arcade and action genres (shooters, slashers, fightings) there are no complicated ethical dilemmas, because the main task of the player is to perform a specific mission. The more complicated role-playing games involve not only the creation of the "character" and his internal and external development, but also exploration of the virtual world, where the player constantly faced a variety of ambiguous situations that suggests moral choices. Despite the widespread representation of the elements of religious ethics (such as Christian charity) in role-playing games prevail ethical systems of pseudo-pagan cults ("Cults of Tamriel" in the "The Elder Scrolls") or even anti-Christian motives ("Diablo" , "Dungeon Keeper"). The historical strategies represent specific historical elements of religious ethics (jihad or auto de fe). The real-time or turn-based strategies use the concept of morality as a fixed level of combat readiness of virtual forces. If the majority of simulators are ethically neutral (as their opposite, arcade games), the economic simulators actualize moral dilemmas and concept of responsibility in making of decisions ("SimCity ).
COMPUTER GAMES AND VISIONARY EXPERIENCE, Sep 30, 2016
Modern computer games are complex multidimensional phenomenon of modern culture, bright example o... more Modern computer games are complex multidimensional phenomenon of modern culture, bright example of the rapid development of digital media and newest audiovisual technologies. If the first computer games were quite simple with primitive graphics, modern computer games like " The Elder Scrolls V: Skyrim " or "Total War: Rome II" have become full virtual worlds with thousands of constantly changing bright details in 32000000 colors and interactive surround sound. This non-trivial experience of immersion in virtual space of computer games showed a number of specific features of visionary experience such as: 1) Representation of visionary effect of totality and authenticity in virtual worlds. 2) Enhanced sensuous synesthesia of virtual reality by means of newest sensor technologies and special controllers such as "Kinect". 4) Own temporality and causality of virtual reality. 5) Transformation of linear time and space in computer games. 5) Perception of the flow of new information, dynamically changing visual images in games. 6) Transpersonal experience (player creates his "avatar"). 7) The experience of death and rebirth (save/load option). 8) Representation of beatific and infernal experience in games. 9) Heightened attractiveness, authoritativeness of the virtual worlds, associated with computer game addiction. 10) Communication with the artistic culture ("digital romanticism" of fantasy games) and traditional arts. These identified features are inherent to mediumistic and artistic modifications of visionary, but, at the same time, represent in the digital space of computer virtual reality. It allows us to talk about the appearance of a new, caused by the development of information technologies, modification of visionary, which can be called "digital" visionary.
Культура/Culture, Jan 25, 2015
This article devoted to the search of relevant sources (primary and secondary) and characteristic... more This article devoted to the search of relevant sources (primary and secondary) and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, "aesthetic illusion" , interactivity). In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games) and to elite forms of contemporary media art (author's games, visionary games).
International E-Journal of Advances in Education, Dec 2015
This paper devoted to the research of educational resources and possibilities of modern computer ... more This paper devoted to the research of educational resources and possibilities of modern computer games. The "internal" educational aspects of computer games include educational mechanism (a separate or integrated "tutorial") and representation of a real or even fantastic educational process within virtual worlds. The "external" dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, social, business, medical, military simulators and economic, historical strategies).
International E-Journal of Advances in Social Sciences, Aug 2017
Modern computer games are huge virtual worlds that raise sophisticated social and even religious ... more Modern computer games are huge virtual worlds that raise sophisticated social and even religious issues. The “external” aspect of the religious dimension of computer games focuses on the problem of the polysemantic relation of world religions (Judaism, Christianity, Islam, Buddhism) to computer games. The “inner” aspect represents transformation of monotheistic and polytheistic religions within the virtual worlds in the view of heterogeneity and genre differentiation of computer games (arcades, action games, role-playing games, strategies, simulators, hybrid genres)
АВТОРЕФЕРАТ диссертации на соискание ученой степени кандидата культурологии
Известия Уральского федерального университета. Сер. 3, Общественные науки. — 2016. — Т. 11, № 3 (155). — С. 31-37., 2016
Статья посвящена анализу опыта погружения в виртуальные миры современных компьютерных игр, обнару... more Статья посвящена анализу опыта погружения в виртуальные миры современных компьютерных игр, обнаруживающего ряд специфических признаков визионерства (репрезентация эффекта тотальности; усиленная синестезия (в том числе посредством новейших сенсорных технологий, специальных контроллеров); собственная темпоральность и каузальность; восприятие потока динамично изменяющихся визуальных образов; трансформация линейного времени и пространства; трансперсональный опыт (создание «аватара»); переживание смерти и возрождения (опция save/load); диалектика беатифических и инфернальных состояний; властность виртуального мира (аддикция); связь с художественной культурой («цифровой романтизм») и традиционными искусствами), репрезентированных в цифровом пространстве. Это позволяет говорить о появлении новой, обусловленной развитием информационных технологий цифровой модификации визионерства.
The paper devoted to the analysis of immersion in virtual worlds of modern computer games, which represents a number of specific features of visionary experience such as the effect of totality; enhanced synesthesia (by means of the newest sensor technologies and special controllers); internal temporality and causality; transformation of linear time and space; perception of the flow of dynamically changing visual images; transpersonal experience (a player creates his “avatar”); the experience of death and rebirth (save/load option); dialectics of beatific and infernal experience; appeal of the virtual worlds (addiction); communication with the artistic culture (“digital romanticism” of fantasy games) and traditional arts. It allows us to talk about the appearance of a new digital modification of visionary, which is caused by the development of information technologies.
ICEEL '22: Proceedings of the 2022 6th International Conference on Education and E-Learning, University of Tsuru, Tsuru, Japan, Apr 2023
The growing attention to the Middle Ages in scientific discourse (neo-medievalism, H. Bull, A. C.... more The growing attention to the Middle Ages in scientific discourse (neo-medievalism, H. Bull, A. C. Arend, S. J. Kobrin), in traditional media and popular culture (e.g. "The Last Kingdom" television series) in turn, led to a widespread representation of medieval theme in digital new media and virtual reality of modern video games. The paper investigates the gamification of the Middle Ages on the example of one of the most historically accurate video games, "Kingdom Come: Deliverance" (KCD). This role-playing game with its careful attention to historical heritage can be an educational game tutorial on medieval history (in the setting of the medieval Kingdom of Bohemia). KCD represents period-accurate society, politics and religion, as well as weapons, clothing, combat techniques, and architecture (recreated with the assistance of architects and historians), historical events, characters and immersive gameplay. The medieval history, boring for some students, takes on fascinating forms of a role-playing video game. The virtual world of KCD can help solve the problem of student motivation and "involvement" (E. Goffman). The emphasis, in this case, is not on the formal academic extrinsic motivation, but on the intrinsic motivation (A. Marczewski) and key drivers for motivation (Y.-K. Chou), provided by the detailed, and historically accurate virtual medieval world of KCD, both at the ludological (gameplay) and narratological (historical plot) levels. This allows us to speak of KCD, as, in fact, gamification of the Middle Ages. In terms of methodology, the study uses the actual models and theories of gamification (Y.-K. Chou, A. Marczewski, S. Deterding, R. Bartle), the dichotomy of ludology and narratology (G. Frasca, J. Juul), the non-reductionist approach (I. Bogost), the concept of the "involvement" (E. Goffman), the principle of historicism and regional typology. The findings of the paper can be useful for modern educational, historical, cultural and game studies.
Proceedings of the 14th International Conference on Game Based Learning ECGBL 2020, University of Brighton, UK, 2020
Many modern video games contain entire religious systems, which often are not monotheistic, but p... more Many modern video games contain entire religious systems, which often are not monotheistic, but polytheistic and neo-pagan. This can lead to such an unusual case when a gamer (who considers himself to one of the world monotheistic religions) faces the problem of a clear violation of the first commandment of the Decalogue. It is possible to determine two problematic aspects in the study of the religious discourse of video games: external and internal. The external aspect focuses on the problem of the relation of world religions to video games. Modern Judaism marked immersion to the virtual worlds negative (games distract from the spiritual life and cultivate violence). Eastern Christianity defines video games as a "sin" and the promotion of satanic activities. Western Christianity blames violent video games that deprive too much time. Contemporary Islam allows games if they do not distract from the prayer and do not violate the monotheistic principle. Unlike the Abrahamic religions, Buddhism reveals the psychotherapeutic and meditative value of video games. The "inner" aspect represents monotheistic and polytheistic religions within the virtual worlds of video games. The virtual representation of Judaism is a rare case in video games ("FIVE: Guardians of David"). Christian video games ("Bible Adventures", "The Bible Game", "Catechumen") may be regarded as a relevant example of religious game-based learning. Islam is not widely represented in video games as Christianity (historical strategies). Eastern religions presented in video games in explicit and implicit forms (JRPGs). There are several characters from historical and neo-pagan polytheistic cults in action games ("Wolfenstein", "Prince of Persia"). Since most of the RPGs are not historical but represent fantasy worlds ("Dragon Age") or fantastic worlds of future ("Mass Effect"), religions usually represented by a variety of neo-pagan polytheistic cults ("The Elder Scrolls", "Gothic"). At the same time, it is possible to find historical polytheistic pagan cults (Olympic, Scandinavian cults) in action RPGs. Strategy games represent historical monotheistic and polytheistic religions ("Total War"). "God games" represent the violation of the main principle of monotheism and teach gamers to use occult magical practices ("Black and White"). In terms of methodology, the study uses the dichotomy of monotheism and polytheism, the diachronic principle of historicism, the dialectics of historical and fantasy neo-pagan cults, the dichotomy of ludology and narratology, non-reductionist approach of I. Bogost, the concept of the involvement of E. Goffman, the transpersonal methodology of S. Grof. The findings of the paper may be useful for modern religious, cultural, and game studies.
Proceedings of the 15th International Conference on Game Based Learning ECGBL, University of Brighton, UK, 2021
The increasing attention to the Middle Ages in popular culture (e.g. the TV series "Vikings") and... more The increasing attention to the Middle Ages in popular culture (e.g. the TV series "Vikings") and scientific discourse (neo-medievalism, H. Bull, S. J. Kobrin, A. C. Arend) in turn, led to a widespread medieval theme in digital media and virtual worlds of modern video games. The paper investigates the gamification of the Middle Ages on the relevant example of innovative educational capabilities of user modifications (mods) of the historical game "Total War: Medieval II" (TWM2). Compared to the original 2006 game, many (still) constantly appearing (even in 2021) custom mods were created in close collaboration with professional historians and significantly improve historical authenticity and the level of involvement (E. Goffman) of gamers. Methodologically, the study takes into account that TWM2 with its mods is a genre hybrid of turn-based and real-time strategy with RPG (role-playing game) elements. According to these three levels, user mods: 1) discover new historical regions as well as the cultural, political, technical, and religious backgrounds of regional medieval history (at a strategic turn-based level), 2) carefully represent new historical types of troops (at a tactical real-time level), and 3) add new historical medieval characters (at an additional RPG level). The paper reveals the innovative educational capabilities of TWM2 mods that improve the historical authenticity of the original game and allow engaging game-based learning of medieval history. In terms of methodology, the study uses the newest theories of gamification (Y.-K. Chou, A. Marczewski, S. Deterding, R. Bartle), the diachronic principle of historicism and regional typology, the dichotomy of ludology and narratology (G. Frasca, J. Juul), the non-reductionist approach of I. Bogost, the concept of the "involvement" (E. Goffman). The findings of the paper can be useful for modern historical, educational, and game studies.
Proceedings of the 12th European Conference on Games Based Learning (ECGBL), 4-5 October, 2018. Sophia Antipolis, France, 2018
Historical strategy game “Total War: Medieval II” (TWM2) from the famous “Total War” series (2000... more Historical strategy game “Total War: Medieval II” (TWM2) from the famous “Total War” series (2000-2018) was published in 2006, however it is still popular and has many constantly emerged user modifications (mods) created with the assistance of professional historians. The research of TWM2 is relevant in the view of increasing attention to Middle Ages in popular culture (including traditional media and modern computer games) and in scientific discourse (neomedievalism). The paper investigates perspective educational possibilities of TWM2. In terms of methodology, it is possible to identify two main educational aspects of TWM2: “internal” and “external. The first “internal” educational aspect refers to education and training within the virtual world of TWM2. It includes special educational mechanism (“tutorial”) that allows the gamer to understand interface and basic principles of the game mechanics. On the strategic turn-based level the tutorial helps the player to understand the basic principles of the development of game economy, diplomacy, units production. On the tactical real-time level, the tutorial allows to learn the tactical schemes of the operation control of battle units. On the additional role-playing level a gamer learns how to improve military and social skills of his generals and agents. The “external” dimension of the research represents innovative educational opportunities of TWM2 for the personal and professional development. TWM2 can form professional competences in the sphere of administrative management, economic management and even crisis management in extreme conditions of limited resources (on the strategic turn-based world map level), army management (on the tactical real-time level). TWM2 with careful attention to historical heritage can be an attractive interactive study of the medieval history. Authentic historical events, religions, disappeared countries, types of troops that on paper seem to be something illusory, gain bright visible contours in the computer game. Boring for some students, medieval history acquires fascinating virtual game forms. TWM2 represents cultural, political, technical and religious background of the real medieval history and many historical characters. At the same time, virtual world of TWM2 can transcend “linear temporality” (Grof) and model different scenarios of alternative history that can be useful for social and political studies.
Proceedings of the 13h European Conference on Games Based Learning. The University of Southern Denmark. 3-4 October, 2019, 2019
Simulation video games (SVGs) are extremely wide category of modern video games, which provide in... more Simulation video games (SVGs) are extremely wide category of modern video games, which provide innovative educational possibilities for personal and professional development. SVGs represent practically all forms of human activities, which in turn may raise sophisticated ethical issues. In terms of methodology, most of the educational vehicle SVGs can be studied within the framework of ludology. The typological features of hybrid social SVGs can be investigated by means of narratological methodology and non-reductionist approach (I. Bogost). It is possible to identify two problematic ethical aspects of SVGs: "internal" and "external". The "internal" aspect investigates ethical issues within the virtual worlds of SVGs. The "external" aspect focuses on the problem the use of SVGs experience for the violation of moral and legal norms in society. The main objective of the paper is to identify key educational possibilities of SVGs and reveal their ethical dimension. Civil vehicle SVGs (car, bus, truck, train, racing games) provide outstanding educational possibilities for training driver skills, but may provoke traffic offense. Flight SVGs allow training pilots of civil airlines, but can be used by terrorists. Military aviation, tank, navy and submarine SVGs train combat vehicles control and raise ethical issues of violence against virtual/real civilians. Sports SVGs allow skills training and actualize the problem of cheating/doping. More complicated social SVGs represent the models of social behaviour as well as the problems of deviant behavior and virtual harassment. Business simulators are relevant in the context of gamification, but raise the ethical issues of capitalist exploitation. Medical SVGs can help to rehearse a surgical operation and at the same time represent medical errors. Educational combat SVGs actualize the problems of the virtual violence and its influence on social behavior. Construction and management SVGs raise moral dilemmas in city management ("SimCity"). Government SVGs besides the educational aspects of public administration may represent the violation of legal norms. God games actualize the problems of moral choices in the discourse of religious ethics. The findings of the paper can be useful for the study of game based learning and modern ethical research.
3rd International Scientific Conference on Social Sciences and Arts. Conference Proceedings. (2016), Sep 30, 2016
Computer games are bright example of the evolution of digital media and modern audiovisual techno... more Computer games are bright example of the evolution of digital media and modern audiovisual technologies. Extremely popular now, computer games have come a long way from the primitive arcade games to full virtual worlds like "Fallout 3" with millions details and moral dilemmas. This paper devoted to the research of ethical issues of modern computer games. In terms of methodology, we can identify two main problematic aspects in the study of the ethical dimension of computer games: external and internal. First, the external aspect include the problem of computer game addiction. It traditionally marked negatively both in secular ethical systems (game addiction as a form of drug addiction), and in religious ethics (computer games distract from the spiritual life). Second, the problem of the influence of game violence on human behavior in society (direct connection between game violence and asocial actions is not proven). The inner aspect of ethical research methodologically more linked with the phenomenology of computer games. Here, in the view of heterogeneity and genre differentiation of computer games ethical issues are considered within the virtual worlds of computer games. In simple arcade and action genres (shooters, slashers, fightings) there are no complicated ethical dilemmas, because the main task of the player is to perform a specific mission. The more complicated role-playing games involve not only the creation of the "character" and his internal and external development, but also exploration of the virtual world, where the player constantly faced a variety of ambiguous situations that suggests moral choices. Despite the widespread representation of the elements of religious ethics (such as Christian charity) in role-playing games prevail ethical systems of pseudo-pagan cults ("Cults of Tamriel" in the "The Elder Scrolls") or even anti-Christian motives ("Diablo" , "Dungeon Keeper"). The historical strategies represent specific historical elements of religious ethics (jihad or auto de fe). The real-time or turn-based strategies use the concept of morality as a fixed level of combat readiness of virtual forces. If the majority of simulators are ethically neutral (as their opposite, arcade games), the economic simulators actualize moral dilemmas and concept of responsibility in making of decisions ("SimCity ).
COMPUTER GAMES AND VISIONARY EXPERIENCE, Sep 30, 2016
Modern computer games are complex multidimensional phenomenon of modern culture, bright example o... more Modern computer games are complex multidimensional phenomenon of modern culture, bright example of the rapid development of digital media and newest audiovisual technologies. If the first computer games were quite simple with primitive graphics, modern computer games like " The Elder Scrolls V: Skyrim " or "Total War: Rome II" have become full virtual worlds with thousands of constantly changing bright details in 32000000 colors and interactive surround sound. This non-trivial experience of immersion in virtual space of computer games showed a number of specific features of visionary experience such as: 1) Representation of visionary effect of totality and authenticity in virtual worlds. 2) Enhanced sensuous synesthesia of virtual reality by means of newest sensor technologies and special controllers such as "Kinect". 4) Own temporality and causality of virtual reality. 5) Transformation of linear time and space in computer games. 5) Perception of the flow of new information, dynamically changing visual images in games. 6) Transpersonal experience (player creates his "avatar"). 7) The experience of death and rebirth (save/load option). 8) Representation of beatific and infernal experience in games. 9) Heightened attractiveness, authoritativeness of the virtual worlds, associated with computer game addiction. 10) Communication with the artistic culture ("digital romanticism" of fantasy games) and traditional arts. These identified features are inherent to mediumistic and artistic modifications of visionary, but, at the same time, represent in the digital space of computer virtual reality. It allows us to talk about the appearance of a new, caused by the development of information technologies, modification of visionary, which can be called "digital" visionary.
Культура/Culture, Jan 25, 2015
This article devoted to the search of relevant sources (primary and secondary) and characteristic... more This article devoted to the search of relevant sources (primary and secondary) and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, "aesthetic illusion" , interactivity). In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games) and to elite forms of contemporary media art (author's games, visionary games).
International E-Journal of Advances in Education, Dec 2015
This paper devoted to the research of educational resources and possibilities of modern computer ... more This paper devoted to the research of educational resources and possibilities of modern computer games. The "internal" educational aspects of computer games include educational mechanism (a separate or integrated "tutorial") and representation of a real or even fantastic educational process within virtual worlds. The "external" dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, social, business, medical, military simulators and economic, historical strategies).
International E-Journal of Advances in Social Sciences, Aug 2017
Modern computer games are huge virtual worlds that raise sophisticated social and even religious ... more Modern computer games are huge virtual worlds that raise sophisticated social and even religious issues. The “external” aspect of the religious dimension of computer games focuses on the problem of the polysemantic relation of world religions (Judaism, Christianity, Islam, Buddhism) to computer games. The “inner” aspect represents transformation of monotheistic and polytheistic religions within the virtual worlds in the view of heterogeneity and genre differentiation of computer games (arcades, action games, role-playing games, strategies, simulators, hybrid genres)
АВТОРЕФЕРАТ диссертации на соискание ученой степени кандидата культурологии
Известия Уральского федерального университета. Сер. 3, Общественные науки. — 2016. — Т. 11, № 3 (155). — С. 31-37., 2016
Статья посвящена анализу опыта погружения в виртуальные миры современных компьютерных игр, обнару... more Статья посвящена анализу опыта погружения в виртуальные миры современных компьютерных игр, обнаруживающего ряд специфических признаков визионерства (репрезентация эффекта тотальности; усиленная синестезия (в том числе посредством новейших сенсорных технологий, специальных контроллеров); собственная темпоральность и каузальность; восприятие потока динамично изменяющихся визуальных образов; трансформация линейного времени и пространства; трансперсональный опыт (создание «аватара»); переживание смерти и возрождения (опция save/load); диалектика беатифических и инфернальных состояний; властность виртуального мира (аддикция); связь с художественной культурой («цифровой романтизм») и традиционными искусствами), репрезентированных в цифровом пространстве. Это позволяет говорить о появлении новой, обусловленной развитием информационных технологий цифровой модификации визионерства.
The paper devoted to the analysis of immersion in virtual worlds of modern computer games, which represents a number of specific features of visionary experience such as the effect of totality; enhanced synesthesia (by means of the newest sensor technologies and special controllers); internal temporality and causality; transformation of linear time and space; perception of the flow of dynamically changing visual images; transpersonal experience (a player creates his “avatar”); the experience of death and rebirth (save/load option); dialectics of beatific and infernal experience; appeal of the virtual worlds (addiction); communication with the artistic culture (“digital romanticism” of fantasy games) and traditional arts. It allows us to talk about the appearance of a new digital modification of visionary, which is caused by the development of information technologies.