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Article name | The Virtual Game World as a Simulacrum of Life |
Authors | Novikova O.N. Candidate of Pedagogy, Associate Professor, oksnovi@mail.ru |
Bibliographic description | Novikova O. N. The Virtual Game World as a Simulacrum of Life // Humanitarian Vector. 2017. Vol. 12, No. 3. PP. 23–29. DOI: 10.21209/1996-7853-2017-12-3-23-29. |
Section | Social philosophy |
UDK | 130.2 |
DOI | 10.21209/1996-7853-2017-12-3-23-29 |
Article type | |
Annotation | The article describes the phenomenon and effects of virtualization on human’s life through gaming practices, which take place in the virtual space. The virtual game world does not just imitate life; it simulates life, and becomes a simulacrum, a sign that has its own existence. The virtual game world allows people to experience the imaginary reality as a true one by using the screen world. A contemporary, adjusting to the model or standard, presents himself/herself through selfies, alternative versions of family and personal life in the network, tries himself/herself as a creator of the musical, literary and other kinds of creativity, virtually travels the world, actively promotes virtual economics, i. e. creates the world of simulacra that allow people to build alternate versions of his/her personal life. But this life, existing in a virtual environment has a direct impact on the real human being. In the postmodern world, a virtual game is in demand not only as a way of relaxation and pleasure, but as a technology for changing oneself. The construction of the fictional world in accordance with its aspirations and desires willingly or unwillingly causes the desire to conform to this world, to adapt to it. All this contributes to the formation of a new type of cultural identity that is characterized by heterogeneity and polystylistics. |
Key words | virtual game world, simulacrum, sign, new type of cultural identity, heterogeneity, polystylistics |
Article information | |
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Full article | The Virtual Game World as a Simulacrum of Life |
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