COMPUTER GAMES AS A COMPONENT OF CULTURE AND A SUBJECT OF CULTURAL RESEARCH
DOI:
https://doi.org/10.32461/2226-3209.2.2021.239932Abstract
The purpose of the article is to characterize computer games as a component of culture and a subject of cultural research. The methodology involves distraction from the technological aspects of the genesis and implementation of computer games and is determined mainly by the humanitarian guidelines for the phenomenon under study. Thus, the methodological principles are based on the cultural research concept of computer games as a value of modern culture. The scientific novelty is that for the first time in Ukrainian cultural research the need to study computer games as a component of culture is actualized. Conclusions. The article highlights the need for cultural research of computer games as a full and equal component of culture. Attention is paid to the scale of the computer games spread, their importance for culture and the individual, as well as the impact on various spheres of human life. Conclusions. It is emphasized that the issue of the creation and functioning of computer games in modern society is an inexhaustible source for further research, including in cultural research. Computer games are a wide “field” for the application of the latest IT developments, philosophical ideas, and artistic innovations. Therefore, this issue will remain in the focus of research not only for cultural scientists but also for philosophers, educators and psychologists, sociologists, economists, and jurists, given the pace and scale of the information spread and communication technologies, and most importantly their complexity.
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