在 "原子之心 "中反映冷战

Sergey Belov
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摘要

引言本研究致力于研究美国和苏联象征政治的人工制品对现代电子游戏中各自社会政治体系定位的影响。文章包括 "原子之心 "电子游戏的研究内容,并从社会记忆和象征政治理论的角度进行了分析。方法和材料。文章采用了一定数量的方法来解决实际任务。特别是,使用了案例研究方法以及结构分析和比较分析要素。分析。选择游戏 "原子之心 "作为研究案例。之所以选择这个案例,是因为这款游戏在俄罗斯国内和国际上都很受欢迎,而且游戏情节与二战后苏联和美国之间的对抗这一主题有关,游戏中也广泛体现了这一冲突的象征意义(甚至再现了真实的战役材料)。一方面,研究了苏联宣传中表现美国的方式以及电子游戏开发商对这些方式的解读。另一方面,研究了游戏设计师和编剧利用冷战期间西方文化中形成的形象和刻板印象对苏联的定位。结果。作者得出结论,在形成游戏内符号时,开发人员积极利用了苏联美学资源;然而,西方大众文化作品中的冷战叙事在塑造项目的情感、语义和价值内涵方面发挥了重要作用。做出这一决定的主要原因很可能是经济方面的,因为制作这款游戏是期望作为商业产品在国外市场获得主要利润。然而,这一决定实际上有助于恢复冷战象征性遗产的功能品质,并利用其叙事来纠正目标受众对苏联及其在两大集团对抗中所扮演角色的看法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reflecting the Cold War in “Atomic Heart”
Introduction. The present study is devoted to the study of the influence of artifacts of the symbolic politics of the USA and the USSR on the positioning of the respective socio-political systems in modern video games. The article includes the content of the “Atomic Heart” video game studies and analysis from the point of view of the theory of social memory and symbolic politics. Methods and materials. A certain number of methods were used to solve the actual tasks in the article. In particular, case-study methods and elements of structural and comparative analysis were used. Analysis. The game “Atomic Heart” was chosen as a research case. The choice of the case is due to the high popularity of this game both within Russia and internationally, as well as the connection of the plot to the topic of the confrontation between the USSR and the United States after World War II and the presence of a wide representation of the symbolism of this conflict inside the game (up to the reproduction of real campaign materials). On the one hand, the ways of representing the USA in Soviet propaganda and their interpretation by video game developers are studied. On the other hand, the positioning of the Soviet Union by game designers and screenwriters by exploiting the images and stereotypes of perception that were formed in Western culture during the Cold War is examined. Results. The author concludes that, when forming the in-game symbols, the developers actively exploited the resource of Soviet aesthetics; however, Cold War narratives in Western mass culture works played a significant role in shaping the project’s emotional, semantic, and value content. The main reason for this decision was most likely economic, as the game was created with the expectation of generating the main profit in foreign markets as a commercial product. However, this decision actually contributed to the resuscitation of the functional qualities of the symbolic legacy of the Cold War and the use of its narratives to correct the perceptions of the target audience about the USSR and its role in the confrontation between the two blocs.
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