Video Games As Deep Media: Challenges During The Russian-Ukrainian War

Author:

Zinovieva Tetiana1ORCID

Affiliation:

1. Odesa Polytechnic National University

Abstract

Introduction. The concept of “deep media” offers a valuable perspective on understanding modern media, with video games particularly noteworthy for their immersive and interactive nature. Relevance. Given the growth of the video game industry and its intersection with media, ethical and regulatory inquiries are pertinent, especially in light of events like the russian-Ukrainian war, where military-themed video games play a role of resistance in information wars. The purpose of the study is to substantiate the role of video games as deep media during the russian-Ukrainian war. Methodology. Employing scientific literature analysis, terminological scrutiny, comparative and cultural analyses, alongside examination of visual and textual aspects of computer games depicting the war. Results. The study scrutinizes the concept of deep media and identifies challenges surrounding the use of video games for resistance amidst information warfare due to russian aggression in Ukraine. Video games depicting the invasion serve as platforms for information dissemination and counter-propaganda. Leveraging video games as deep immersive media necessitates careful regulation, given their roles as cultural artifacts, tools of mass influence, and commercial products. Ethical and regulatory frameworks are vital for governing game design in media landscapes. Conclusions. Video games exhibit characteristics aligning with deep media, capable of captivating audiences, conveying complex narratives, and shaping cultural discourse. The convergence of media and gaming industries underscores the need for regulatory oversight, balancing artistic freedom, commercial interests, and public values.

Publisher

Sumy State University

Reference63 articles.

1. Abt, C.C. (1987), Serious games, University press of America, Lanham, New York, London, 57 p.

2. Bakhtin, M.M. (1984), Rabelais and His World, 1. ed., Indiana University Press, Bloomington.

3. Bartolomé, P.S. & Van Gerven, T. (2022), «From the classroom to the game: applying available pedagogical guidelines in game-based learning», 2022 IEEE Global Engineering Education Conference (EDUCON), IEEE, pр. 466–472.

4. Bunker22 (2022), Putinist Slayer, Digital game, ago, available at: http://pslayer.com/.

5. Clement, J. (2021), «Number of video gamers worldwide in 2021 to become 3.243, 3 millions».

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3