青少年文化中的电脑模拟游戏

Elizaveta M. Kudryashova, E. M. Lyubimtseva, Vera M. Yushchenko, Sof’ya G. Barinova
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摘要

目的。本研究的目的是确定电脑游戏模拟器“模拟人生”在青少年文化空间中的位置、意义和视角,并辅以新的数字环境,并确立其20年成功的原因。方法。评价电脑游戏的主要理论和方法是系统的和复杂的。这项研究的细节表明,需要对所研究的现象进行因果分析。结果。年轻人参与电脑游戏“模拟人生”的社会文化方面是主要的。美学方面(游戏邦注:图像、技术特征,在过去20年里经历了好与坏的变化)是次要的。即尝试“生活情境”的体验,建立自己的世界,关系,自我吸引年轻玩家。玩家将游戏视为一种独特的哲学和价值观,与游戏创造者分享,这是基于特定游戏的数字文化社区出现的先决条件。考虑到玩家的广泛范围和对电脑游戏的兴趣,在文化背景下研究它们是很重要的,因为心理和其他特征被忽略了(各种各样的人玩电脑游戏,这与任何个人特征无关,例如内向,自我怀疑)。实际意义。研究结果可应用于哲学、文化研究和教育学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
COMPUTER SIMULATOR GAME IN YOUTH CULTURE
Purpose. The purpose of the study is to determine the place, meaning, perspectives of the computer game simulator “The Sims” in the cultural space of youth, supplemented by a new digital environment, and to establish the reasons for its 20-year success. Methodology. The main theoretical and methodological approaches to the review of a computer game are systemic and complex. The specifics of the study revealed the need for a cause-and-effect analysis of the studied phenomenon. Results. The sociocultural aspect of young people involvement in the computer game “The Sims” is primary. The esthetic aspect (graphics, technical characteristics, which have been getting better and worse over for 20 years) is secondary. Namely the experience of attempt “life situations”, building own world, relationships, yourself attracts young players. Gamers see the game as a unique philosophy and values, that they share with the creators of the game, which is a prerequisite for the emergence of a digital cultural community based on a particular game. Given the wide range of players and interest in computer games, it is important to study them in a cultural context, since psychological and other characteristics go by the wayside (a variety of people play computer games, which is not associated with any personal characteristics, for example, introversion, self-doubt). Practical implications. The results of the study can be applied in philosophy, cultural studies and pedagogy.
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