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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">humanities</journal-id><journal-title-group><journal-title xml:lang="ru">Гуманитарные науки. Вестник Финансового университета</journal-title><trans-title-group xml:lang="en"><trans-title>Humanities and Social Sciences. Bulletin of the Financial University</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2226-7867</issn><issn pub-type="epub">2619-1482</issn><publisher><publisher-name>Financial University under The Government of Russian Federation</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26794/2226-7867-2023-13-3-106-113</article-id><article-id custom-type="elpub" pub-id-type="custom">humanities-837</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>АКТУАЛЬНЫЕ СОЦИАЛЬНО-ПОЛИТИЧЕСКИЕ ИССЛЕДОВАНИЯ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>CURRENT SOCIO-POLITICAL RESEARCH</subject></subj-group></article-categories><title-group><article-title>Гейминг в его социальном и политическом контексте последних лет</article-title><trans-title-group xml:lang="en"><trans-title>Gaming in Its Social and Political Context of Recent Years</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0003-6181-5692</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Рогов</surname><given-names>И. И.</given-names></name><name name-style="western" xml:lang="en"><surname>Rogov</surname><given-names>I. I.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Илья Игоревич Рогов — кандидат философских наук, доцент департамента массовых коммуникаций и медиабизнеса</p><p>Москва</p></bio><bio xml:lang="en"><p>Ilya I. Rogov — Cand. Sci. (Philosophy), Associate Professor of the Department of Mass Communications and Media Business</p><p>Moscow</p></bio><email xlink:type="simple">iirogov@fa.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Финансовый университет</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Financial University</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2023</year></pub-date><pub-date pub-type="epub"><day>17</day><month>08</month><year>2023</year></pub-date><volume>13</volume><issue>3</issue><fpage>106</fpage><lpage>113</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Рогов И.И., 2023</copyright-statement><copyright-year>2023</copyright-year><copyright-holder xml:lang="ru">Рогов И.И.</copyright-holder><copyright-holder xml:lang="en">Rogov I.I.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://humanities.fa.ru/jour/article/view/837">https://humanities.fa.ru/jour/article/view/837</self-uri><abstract><p>Цель статьи — проанализировать ситуацию, сложившуюся внутри и вовне гейм-среды — сообществ людей, длительное время играющих в компьютерные игры, в том числе на профессиональном уровне. Современная гейм-среда характеризуется широким охватом и вовлеченностью различных групп общества, но нас в первую очередь интересуют целевые предпочтения молодежи. Автор исходит из позиции, что в вопросах трансляции социокультурных кодов разработчики игр испытывают влияние со стороны медиа и иных социальных агентов. Базовыми теориями для анализа стали положения чикагской школы (в частности — социологический и психологический подходы) и часть положений культурного марксизма (Г. Маркузе). Анализ гейм-среды велся через положения подхода театрального представления, потоковых состояний (поток — ощущение счастья) и в контексте вызова ценностям индустриального общества с позиций постиндустриального общества. Для этого были проанализированы охваты постапокалиптических сценариев в играх и их роль в управлении сознанием.</p></abstract><trans-abstract xml:lang="en"><p>This article is the first of two articles in the series, where the goal is to analyze the social function of gaming as a modern social institution. The purpose of the article is to analyze the situation that has developed inside and outside the game environment — communities of people who have been playing computer games for a long time, including those who do it on a professional level. The modern game environment is characterized by wide coverage and involvement of various groups of society; First of all, we are primarily interested in the target preferences of young people. The author proceeds from the position that in the matters of transmitting socio-cultural codes, game developers are influenced by the media and other social agents. The basic theories for analysis were the provisions of the Chicago school (in particular, sociological and psychological approaches) and part of the provisions of cultural Marxism (G. Marcuse). The analysis of the game environment was carried out through the provisions of the theatrical performance approach, flow states (flow is a feeling of happiness) and in the context of a challenge to the values of an industrial society from the perspective of a post-industrial society. For this purpose, the coverage of post-apocalyptic scenarios in games and their role in mind control were analyzed.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>гейминг</kwd><kwd>фэндом</kwd><kwd>культурный марксизм</kwd><kwd>чикагская школа</kwd><kwd>ощущение потока</kwd><kwd>подход театрального представления</kwd><kwd>RPG — role-playing game</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gaming</kwd><kwd>fandom</kwd><kwd>cultural Marxism</kwd><kwd>Chicago school</kwd><kwd>sense of flow</kwd><kwd>theatrical performance approach</kwd><kwd>RPG — role-playing game</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Хейзинга Й. Homo ludens. Человек играющий. Пер. с нидерл. СПб.: Изд-во Ивана Лимбаха; 2011.</mixed-citation><mixed-citation xml:lang="en">Heyzing J. Homo Ludens. The person playing. Transl. from Dutch. St. Petersburg: Publishing house by Ivan Limbakh; 2011. 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