Representation of Historical Events and Realities in the Space of Virtualized Global Strategy Game Universes

V. M. Ovchinnikov
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Abstract

The article explores the possibilities and prospects of using an audio visualized (multimedia) text, which, according to the author, is the phenomenon of a computer game (in particular, the genre of global strategy) to represent the historical process in the form of its simulation. The study aims to identify the possibilities and limitations of demonstrating elements of world-system analysis in the space of the game universe of global historical strategies. The goals are: 1) to analyze key aspects of virtualized game simulation in the form of global strategy; 2) to systematize characteristic features of the combination of scientific and subjective factors in game simulation; 3) to identify the influence of the cultural factor on creating virtual worlds in games; 4) to conduct case-studies considering games through the prism of the theoretical framework of game simulation. The study employs the historical-genetic method and discourse analysis. Axiological and anthropological approaches are used to find sociocultural specificities of game simulations by investigating their value orientations and practices in the game and in the community of gamers. The study specifies features of variable modelling on the example of game universes of Civilization, Crusader Kings, Europa Universalis etc. The results of the study include the analysis of 1) history reconstruction in global game strategies from the point of view of philosophy of culture; 2) game mechanics reflecting their creators’ and gamers’ personal features; 3) creating cultural landscape in global simulation games. The author suggests that modern global strategies is not only a kind of virtual entertainment and cybertext, but also a means of reliving the historical narrative when mass consciousness can explore alternative history. This approach makes way for spreading historical knowledge via historical simulation.
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虚拟全球战略游戏宇宙空间中历史事件和现实的表现
本文探讨了使用音频可视化(多媒体)文本的可能性和前景,根据作者的说法,这是一种电脑游戏(特别是全球战略类型)的现象,以模拟的形式代表历史进程。本研究旨在确定在全球历史战略的博弈宇宙空间中展示世界体系分析元素的可能性和局限性。目标是:1)以全局战略的形式分析虚拟游戏模拟的关键方面;2)系统化游戏模拟中科学因素与主观因素相结合的特点;3)识别文化因素对游戏虚拟世界创造的影响;4)通过游戏模拟理论框架的棱镜,对游戏进行个案研究。本研究采用了历史发生法和话语分析法。价值论和人类学方法通过调查游戏和玩家社区中的价值取向和实践来发现游戏模拟的社会文化特殊性。以《文明》、《十字军之王》、《欧陆风云》等游戏世界为例,详细阐述了变量建模的特点。研究结果包括:1)从文化哲学的角度分析全球博弈战略中的历史重构;2)反映创作者和玩家个人特征的游戏机制;3)在全球模拟游戏中创造文化景观。作者认为,现代全球战略不仅是一种虚拟娱乐和网络文本,而且是大众意识探索另类历史的一种重温历史叙事的手段。这种方法为通过历史模拟传播历史知识开辟了道路。
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审稿时长
8 weeks
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