CLANDESTINE INTELLECTUAL GAMES: GAMING PRACTICES DURING THE PANDEMIC

Tatiana V. Savelyeva
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Abstract

The research subject is the intellectual movement subculture “What? Where? When?” and “daughter” games – QUIZ, “60 seconds”, “Brain Slaughterhouse”, etc. during the coronavirus pandemic. Using the participant observation method, new players’ rituals, jokes, comic passwords and names of teams were collected, in which, as in the acts of verbal creativity of experts, it is possible to note the representation of the community’s attitude to the pandemic in three aspects: 1) features, symptoms and consequences of a new disease; 2) administrative measures aimed at limiting spread of the infection: self-isolation, QR-codes, event bans; 3) vaccinations against coronavirus, society attitude to them. A review of the collected material allows us to draw the following conclusions. Making fun of the public life phenomena associated with the pandemic is an effort to make them less scary and dangerous. The attitude to measures of limiting the spread of the infection (underground intellectual games held under conditions of mass event bans, readiness for other violations of restrictive measures) shows not only an attitude to the disease itself, but also distrust of the preventing coronavirus official policy.
秘密智力游戏:大流行期间的游戏实践
研究对象是“什么?”在哪里?什么时候?和“女儿”游戏——智力问答、“60秒”、“大脑屠宰场”等。采用参与者观察法,收集了新球员的仪式、笑话、喜剧密码和球队名称,其中,就像专家的口头创造性行为一样,可以从三个方面注意到社区对大流行的态度:1)新疾病的特征、症状和后果;2)旨在限制感染传播的行政措施:自我隔离、qr码、禁止活动;3)冠状病毒疫苗接种,社会对他们的态度。对收集到的材料进行审查后,我们可以得出以下结论。取笑与大流行有关的公共生活现象是为了使它们不那么可怕和危险。对限制感染传播的措施(在禁止大规模活动的情况下举行地下智力游戏,为其他违反限制措施的行为做好准备)的态度,不仅表明了对疾病本身的态度,而且表明了对预防新冠病毒官方政策的不信任。
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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