COMMEMORATIVE PRACTICES IN THE VIRTUAL SPACE OF THE COMPUTER GAME «SECOND LIFE»

Nadezhda V. Shalyutina
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 Purpose. This article is a review of the book Life and Death in the Virtual World. Digital Kinship, Nostalgia and Grief in Second Life” by Margaret Gibson and Clarissa Carden. The author critically examines the ethnographic research presented in the book, focusing on the specifics of memorial culture and commemorative practices in the space of Second Life computer game.
 Methods. The author relies on the philosophical-cultural approach, which includes methods of selection, generalization and typology, as well as the methodology of memory studies.
 Results. Three interesting observations of the authors of the reviewed book on digital memorial culture are highlighted: (1) autonomy of virtual norms in the process of experience of «powerless grief»; (2) possibility of realization of nostalgic experiences through virtual «time travel»; (3) formation of specific memorial culture in the space of «virtual third places», which is an alternative to the legitimized memorial culture. The author of the review typologizes the digital commemorative practices described in the book in terms of memory objects. It distinguishes commemorations associated with virtual history (implementing the nostalgia for the past of the game itself); imagined history (allowing to «play» history in the space of simulations) and reallife history.
 Scope of results. The results can be applied in the study of socio-cultural transformations of commemorative practices in the digital environment, as well as in the formation of research approaches to understanding the specific socio-constructivist potential of computer games.","PeriodicalId":31320,"journal":{"name":"Sovremennye Issledovania Social''nyh Problem","volume":"141 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Sovremennye Issledovania Social''nyh Problem","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.12731/2077-1770-2023-15-2-342-359","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Background. In contemporary reality, digital technologies not only serve as a tool for the implementation of social practices, including commemorative practices, but also fill social gaps, offering alternative ways of interaction with the past in the digital space. In this context, computer games offer a valuable research space for interactions with the past, as they allow us to see the diversity and fluidity of the contemporary commemorative culture and practices. Purpose. This article is a review of the book Life and Death in the Virtual World. Digital Kinship, Nostalgia and Grief in Second Life” by Margaret Gibson and Clarissa Carden. The author critically examines the ethnographic research presented in the book, focusing on the specifics of memorial culture and commemorative practices in the space of Second Life computer game. Methods. The author relies on the philosophical-cultural approach, which includes methods of selection, generalization and typology, as well as the methodology of memory studies. Results. Three interesting observations of the authors of the reviewed book on digital memorial culture are highlighted: (1) autonomy of virtual norms in the process of experience of «powerless grief»; (2) possibility of realization of nostalgic experiences through virtual «time travel»; (3) formation of specific memorial culture in the space of «virtual third places», which is an alternative to the legitimized memorial culture. The author of the review typologizes the digital commemorative practices described in the book in terms of memory objects. It distinguishes commemorations associated with virtual history (implementing the nostalgia for the past of the game itself); imagined history (allowing to «play» history in the space of simulations) and reallife history. Scope of results. The results can be applied in the study of socio-cultural transformations of commemorative practices in the digital environment, as well as in the formation of research approaches to understanding the specific socio-constructivist potential of computer games.
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纪念实践在虚拟空间的电脑游戏«第二人生»
背景。在当代现实中,数字技术不仅是实施社会实践(包括纪念实践)的工具,而且还填补了社会空白,在数字空间中提供了与过去互动的替代方式。在这种背景下,电脑游戏为与过去的互动提供了一个有价值的研究空间,因为它们让我们看到了当代纪念文化和实践的多样性和流动性。 目的。这篇文章是对《虚拟世界中的生与死》一书的评论。《第二人生中的数字亲情、怀旧和悲伤》作者:玛格丽特·吉布森和克拉丽莎·卡登。作者批判性地审视了书中呈现的民族志研究,重点关注了《第二人生》电脑游戏空间中的纪念文化和纪念实践的细节。 方法。作者运用了哲学文化方法,包括选择方法、概括方法和类型学方法,以及记忆研究的方法论。结果。作者对数字纪念文化书评的三个有趣观察得到了强调:(1)虚拟规范在“无力的悲伤”体验过程中的自主性;(2)通过虚拟“时间旅行”实现怀旧体验的可能性;(3)在“虚拟第三地”空间中形成特定的纪念文化,作为合法化纪念文化的替代。这篇评论的作者从记忆对象的角度对书中描述的数字纪念实践进行了类型化。它区分了与虚拟历史相关的纪念活动(实现了对游戏本身过去的怀旧);想象的历史(允许在模拟空间中“玩”历史)和现实的历史。 结果范围。研究结果可以应用于研究数字环境下纪念活动的社会文化转型,也可以应用于研究方法的形成,以理解电脑游戏的特定社会建构主义潜力。
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PHILOSOPHY OF HUMAN EXISTENCE IN THE URBANIZED ENVIRONMENT ANOMALIES IN AN ADVERTISING TEXT (ON THE EXAMPLE OF THE ENGLISH LANGUAGE) COMMEMORATIVE PRACTICES IN THE VIRTUAL SPACE OF THE COMPUTER GAME «SECOND LIFE» “THE PAN-ROMANCE STATE” AS AN INVENTED HISTORIOGRAPHICAL TRADITION IN THE INTELLECTUAL HISTORY OF ROMANCE PHILOLOGY INVENTION OF “ROMAN”, IMAGINATION OF “BARBARIAN”: THE CONSTRUCTION OF THE IMPERIAL IDENTITY OF ROME IN THE LATER TEXTS OF OVID
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