Representation of the Army and War in Video Games: The Current State and Prospects of the Genre Shift

I. Mishchenko
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Abstract

The subject of research in this article is the study of the genre areas of representation of the army as a socio-cultural institution in video games. To solve the research problems, methods such as classification were used to determine the main options for the representation of the army in video games, a structural-functional method to identify the media characteristics of games, forecasting to identify the prospects for a genre and ideological shift in military video games. As a result of the study, it was found that modern personalized war games are shifting from the era of the Second World War deeper into the past - for example, to the First World War or the Middle Ages, and their ideological content and content are also changing - from the linear fulfillment of a tactical task to a detailed narrative that reveals tragedy and heroism of military conflicts. According to the author, an important aspect of the success of military-patriotic education and the pragmatics of video games in the context of modern Russian culture is not just setting the task of creating games that glorify our military past, but also regulating the image of the Russian army today. A tool for this can be simulators of everyday activities, adventure games about the everyday life of border guards, signalmen, submariners on a campaign, managers of a military unit. Their potential is able to demonstrate the army as an institution for maintaining peace and ensuring security. The author assumes that such a genre experiment in military video games will make it possible to popularize Russian military video games on the market. In the conclusions of the study, 4 genres of army representation in video games are presented, in which the ideological paradigm is built around personal heroism or team genius, as well as personal exclusivity in extreme circumstances of military operations. The latter is formed by the very genre nature of video games, genre is message. The author revealed that the dominant genre is the action shooter, due to which the connection between the army and the categories of peace and security is lost and the categorical picture of the world created by the games of the military genre is distorted. The identified genre shift is destructive in nature, as it is aimed at destroying the socio-cultural institutions of the army.
电子游戏中军队和战争的表现:类型转变的现状和前景
本文的研究主题是研究军队作为一种社会文化机构在电子游戏中的表现类型。为了解决研究问题,采用分类等方法确定了电子游戏中军队表现的主要选择,采用结构-功能方法确定了游戏的媒介特征,预测了军事电子游戏的类型和意识形态转变的前景。研究结果发现,现代个性化战争游戏正在从二战时代向更深入的过去转变——例如,向一战或中世纪转变,其意识形态内容和内容也在发生变化——从战术任务的线性完成到揭示军事冲突悲剧和英雄主义的详细叙述。作者认为,在现代俄罗斯文化背景下,军事爱国主义教育和电子游戏的实用主义成功的一个重要方面不仅是创造美化我们军队历史的游戏的任务,而且还规范了今天俄罗斯军队的形象。这方面的工具可以是日常活动的模拟器,关于边境警卫、信号员、战役中的潜艇员、军事单位经理的日常生活的冒险游戏。他们的潜力能够证明军队是一个维持和平和确保安全的机构。笔者认为,这样的军事类电子游戏类型实验,将为俄罗斯军事类电子游戏在市场上的普及提供可能。在研究的结论中,我们呈现了电子游戏中的4种军队表现类型,在这些类型中,意识形态范式围绕着个人英雄主义或团队天才,以及军事行动极端情况下的个人排他性。后者是由电子游戏的类型属性所形成的,类型即信息。作者透露,主要类型是动作射击游戏,因为它失去了军队与和平与安全类别之间的联系,并且扭曲了军事类型游戏所创造的世界的分类图像。已确定的类型转变本质上是破坏性的,因为它旨在摧毁军队的社会文化机构。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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