Article
Article name The Game as an Ontological Practice
Authors Fortunatov A.N.Doctor of Philosophy, Professor anfort1@yandex.ru
Voskresenskaya N.G.Candidate of Psychology, Associate Professor navoskr@mail.ru
Bibliographic description Fortunatov A. N., Voskresenskaya N. G. The Game as an Ontological Practice // Humanitarian Vector. 2023. Vol. 18, No. 2. P. 57–67. DOI: 10.21209/1996-7853-2023-18-2-57-67.
Section
DOI 10.21209/1996-7853-2023-18-2-57-67
UDK 130.2
Article type Original article
Annotation The ontological status of the game, according to the authors, today needs a particularly thorough analysis, and traditional approaches to game research require a deeper methodological justification. The growing importance of game culture in modern social dynamics sharply raises questions about the essence of games, to which the previous paradigm, based on an activity approach, did not give clear answers. The hypothesis of the study is that the game is one of the oldest ontological practices and serves to identify the ethical, semantic, existential boundaries of certain everyday situations in which a person develops acceptable or possible behavioral strategies for himself. In this status, game is comparable to ritual and performs similar functions in social dynamics. The study used phenomenological and systemic methods with elements of the structural-functional approach and the method of logical reconstruction, as an auxiliary toolkit of sociological research was used, in particular, the focus group method. As a result of the study, the authors came to the conclusion that modern computer, virtual games act as tools for self-knowledge for users, and also serve to mark socially acceptable and unacceptable behavior patterns. Social reality plays a double role here. On the one hand, it forms a dichotomous relationship with virtual reality, which allows the player to form their own ethical principles related to behavior in various environments. On the other hand, social reality is a source for game plots, implicitly offering the player to treat it contemplatively and detachedly. Thus, the study revealed a new socio-cultural significance of the game in social and personal development. The proposed methodology for the interpretation of games is a universal method, with the help of which previously difficult to resolve issues, in particular, the phenomenon of ludomania, can be clearly verified.
Key words game, ritual, gambling addiction, doubling, communication technologies, virtual reality
Article information
References 1. Junger, F. G. Games. The key to their meaning. Transl. from German by A. V. Pertsov. St. Petersburg: Vladimir Dal, 2012. (In Rus.) 2. Mamardashivili, M. Lectures on ancient philosophy. M: Agraf, 1999. (In Rus.) 3. Huizinga, J. Homo Ludens. “Man playing”: Articles on the history of culture. M: Progress-Tradition, 1997. (In Rus.) 4. Bern, E. Games that people play: Psychology of human relationships; People who play games: Psychology of human destiny: Transl. from English. St. Petersburg: Lenizdat, 1992. (In Rus.) 5. Simmel, G. Kant and Goethe. Zimmel G. Selected: in 2 vol. M: Jurist, 1996. (In Rus.) 6. Lobanova, N. I. Religious worldview and the problem of “doubling the world” (philosophical analysis). Gramota, no. 3, pp. 82–87, 2018. DOI: 10.30853/manuscript.2018–3.15. (In Rus.) 7. Lobanov, S. D. On the nature of philosophy. M: Direct-Media, 2014. (In Rus.) 8. Popova, N. Yu. Intellect as a consequence of the doubling of the world in the philosophy of Immanuel Kant. Siberian Journal of Science and Technology, no. 2, pp. 163–165, 2006. (In Rus.) 9. Roset, I. M. Psychological aspects of the religious doubling of the world. Web. 12.03.2023. URL: http:// charko. narod.ru/tekst/rozet/Roset_Psihologicheskie_aspekty.pdf (In Rus.) 10. Dixit, Avinash Game Theory. The art of strategic thinking in business and life. M: Mann, Ivanov i Farber, 2020. (In Rus.) 11. Afanasov, N. B. Leisure time as a new form of work: digital professions and capitalism. Galactica Media: Journal of Media Studies, no. 1, pp. 43–61, 2019. DOI: 10.24411/2658-7734-2019-00002. (In Rus.) 12. Belyaev, D., Belyaeva, U. Historical Video Games in the Context of Public History: Strategies for the Reconstruction, Deconstruction, and Politicization of History. Galactica Media: Journal of Media Studies, no. 4, pp. 51–70, 2022. https://doi.org/10.46539/gmd.v4i1.204. (In Rus.) 13. Tan, E. Microtransactions in AAA video games ‒ are they really necessary? Galactica Media: Journal of Media Studies, no. 1, pp. 127–147, 2019. DOI: 10.24411/2658-7734-2019-00007. (In Rus.) 14. Fortunatov, A. N. Cyberhumanism. How communication technologies are transforming our society. M: Flinta, 2023. (In Rus.) 15. Sedykh, I. A. Computer games industry-2020. Web. 12.03.2023. URL: https://dcenter.hse.ru/data (In Rus.) 16. Bogacheva, N. V., Voiskunsky, A. E. Cognitive styles and impulsivity among gamers with different levels of gaming activity and preferred type of games. Psychology. Journal of the Higher School of Economics, no. 1, pp. 29–53, 2015. (In Rus.) 17. Mishina, M. M., Vorobyova, K. A. Individual psychological characteristics of adolescents with different preferences in computer games. Series: Psychological sciences, no. 4, pp. 145–157, 2021. DOI: 10.18384/2310- 7235-2021-4-145-157. (In Rus.) 18. Knobloch-Westerwick, S. Mood management: Theory, evidence, and advancements. J. Bryant & P. Vorderer (еditors). Psychology of entertainment. Mahwah, NJ: Lawrence Erlbaum Associates. 2006. Рp. 239–254. (In Engl.) 19. Bartsh, A. Emotional Gratification in Entertainment Experience. Why Viewers of Movies and Television Series Find It Rewarding to Experience Emotions. Media Psychology, no. 15, pp. 267–302, 2012. DOI:10.1080/ 15213269.2012.693811. (In Engl.) 20. Voskresenskaya, N. G. Influence on the choice of films of the level of emotional tension of the audience. Social psychology and society, no. 3, pp. 121–134, 2016. DOI: 10.17759/sps.2016070309. (In Rus.) 21. Tyunyakin, I. N., Timoshilov, V. I. Analysis of the prevalence of factors of dependence on computer games among students of KSMU. Healthy lifestyle and health-saving outlook as a priority of national policy: coll. articles. Ed. by V. A. Lazarenko, T. A. Shulgina, Yu. S. Filippovich. Kursk. 2019. Pp. 514–519. (In Rus.) 22. Radionova, M. S., Esaulova, K. S., Fomenko, A. Yu., Shlenskaya, N. M. Family factors that determine the excessive involvement of older adolescents in video game activities. Bulletin of the Moscow State Regional University. Series: Psychological sciences, no. 1, pp. 134–149, 2020. DOI: 10.18384/2310-7235-2020-1-134- 149. (In Rus.) 23. Yee, N. Motivations for play in online games. CyberPsychology & Behavior, no. 9, pp. 772–775, 2006. doi:10.1089/cpb.2006.9.772. (In Engl.) 24. Koji Yoshimura, Bowman, N. D., Elizabeth L., Banks, C., Banks, J. Character morality, enjoyment, and appreciation: a replication of Eden, Daalmans, andJohnson. Media Psychology, vol. 25, pp. 181–201, 2022. (In Engl.) 25. Lenkevich, A. S. Minimal eschatology: ruins in computer games. Galactica Media: Journal of Media Studies, no. 3, pp. 135–156, 2022. DOI: 10.46539/gmd.v4i3.317. (In Rus.)
Full articleThe Game as an Ontological Practice