Galanina E.V., Salin A.S. —
Mythical in the virtual worlds of videogames
// Philosophy and Culture. – 2017. – ¹ 9.
– P. 76 - 88.
DOI: 10.7256/2454-0757.2017.9.24153
URL: https://en.e-notabene.ru/fkmag/article_24153.html
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Abstract:
The modern information and communication technologies, technologies of virtual reality, and video game industry actualize the questions of the essence of virtual objects and worlds. To what extent such worlds are real, illusionary, mythical? The subject of this research is the videogames and virtual worlds. The goal consists in examination of the mythical in the virtual worlds of videogames. Methodological foundation leans on the phenomenological concept of A. F. Losev and Y. S. Osachenko, R. Bart’s semiotic interpretation of myth, simulacrum theory of G. Deleuze and J. Baudrillard. The authors demonstrate that videogames design the own virtual worlds, which are mythical by nature. The videogame “Assassin’s Creed Unity” exemplifies the mythological narration of the Great French Revolution through doubling of the symbolic order. Based on the other videogame of the sequence – “Assassin’s Creed II”, the author illustrate that videogames are capable of structuring the methodological narrative elsewise than other media, using the formal conventions common to videogames. Application of the user interface integration alongside establishing the relationship with “gamer – avatar” into the interior of virtual space of the “Assassin’s Creed”, allow the gamer to appear in the position of the creator of his virtual world, rather than its observer. The scientific novelty consists in substantiation of mythicalism of the virtual worlds of videogames, as well as determination of specificity of the mythological design of the world through videogames, which is realized due to interactivity (player becomes a so-creator of the virtual world) and performativity (using of formal conventions, for example, user interface characteristic to videogames as medium).