{"title":"电脑游戏中的三种怀旧情绪","authors":"Ksenia V. Igaeva","doi":"10.12731/2077-1770-2023-15-2-64-75","DOIUrl":null,"url":null,"abstract":"The article is devoted to the problems of representation of nostalgia in computer games and offers a distinction between its three interrelated forms: retrotopic, aestheticizing, nostalgia for childhood and lost parental home. These forms are featured in the series of games «Fallout», «Second Life», and «World of Warships». The relevance of the study is associated with a wide controversy about nostalgia in the framework of modern memory studies. Further, it is proved that the communicative nature of media memory subordinates the cultural component (in its interpretation by J. Assman). Nostalgia in computer games differs significantly from nostalgia in cinema, which also actively uses repetition and emotional identification – it is less reflective and more oriented to affect. On the other hand, the temporal dimension of nostalgia in computer games seems to be more complex, not leading to presentism, but expanding the contingency or complex interweaving of past, present and future.","PeriodicalId":31320,"journal":{"name":"Sovremennye Issledovania Social''nyh Problem","volume":"208 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"THREE TYPES OF NOSTALGIA IN COMPUTER GAMES\",\"authors\":\"Ksenia V. Igaeva\",\"doi\":\"10.12731/2077-1770-2023-15-2-64-75\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The article is devoted to the problems of representation of nostalgia in computer games and offers a distinction between its three interrelated forms: retrotopic, aestheticizing, nostalgia for childhood and lost parental home. These forms are featured in the series of games «Fallout», «Second Life», and «World of Warships». The relevance of the study is associated with a wide controversy about nostalgia in the framework of modern memory studies. Further, it is proved that the communicative nature of media memory subordinates the cultural component (in its interpretation by J. Assman). Nostalgia in computer games differs significantly from nostalgia in cinema, which also actively uses repetition and emotional identification – it is less reflective and more oriented to affect. On the other hand, the temporal dimension of nostalgia in computer games seems to be more complex, not leading to presentism, but expanding the contingency or complex interweaving of past, present and future.\",\"PeriodicalId\":31320,\"journal\":{\"name\":\"Sovremennye Issledovania Social''nyh Problem\",\"volume\":\"208 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/10.12731/2077-1770-2023-15-2-64-75\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Sovremennye Issledovania Social''nyh Problem","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.12731/2077-1770-2023-15-2-64-75","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The article is devoted to the problems of representation of nostalgia in computer games and offers a distinction between its three interrelated forms: retrotopic, aestheticizing, nostalgia for childhood and lost parental home. These forms are featured in the series of games «Fallout», «Second Life», and «World of Warships». The relevance of the study is associated with a wide controversy about nostalgia in the framework of modern memory studies. Further, it is proved that the communicative nature of media memory subordinates the cultural component (in its interpretation by J. Assman). Nostalgia in computer games differs significantly from nostalgia in cinema, which also actively uses repetition and emotional identification – it is less reflective and more oriented to affect. On the other hand, the temporal dimension of nostalgia in computer games seems to be more complex, not leading to presentism, but expanding the contingency or complex interweaving of past, present and future.