COMPUTER SIMULATOR GAME IN YOUTH CULTURE

Purpose. The purpose of the study is to determine the place, meaning, perspectives of the computer game simulator “The Sims” in the cultural space of youth, supplemented by a new digital environment, and to establish the reasons for its 20-year success. Methodology. The main theoretical and method...

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Main Authors: Elizaveta M. Kudryashova, Ekaterina M. Lyubimtseva, Vera M. Yushchenko, Sof’ya G. Barinova
Format: Article
Language:English
Published: Science and Innovation Center Publishing House 2022-12-01
Series:Russian Studies in Culture and Society
Subjects:
Online Access:http://csjournal.ru/jour/index.php/rscs/article/view/131
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author Elizaveta M. Kudryashova
Ekaterina M. Lyubimtseva
Vera M. Yushchenko
Sof’ya G. Barinova
author_facet Elizaveta M. Kudryashova
Ekaterina M. Lyubimtseva
Vera M. Yushchenko
Sof’ya G. Barinova
author_sort Elizaveta M. Kudryashova
collection DOAJ
description Purpose. The purpose of the study is to determine the place, meaning, perspectives of the computer game simulator “The Sims” in the cultural space of youth, supplemented by a new digital environment, and to establish the reasons for its 20-year success. Methodology. The main theoretical and methodological approaches to the review of a computer game are systemic and complex. The specifics of the study revealed the need for a cause-and-effect analysis of the studied phenomenon. Results. The sociocultural aspect of young people involvement in the computer game “The Sims” is primary. The esthetic aspect (graphics, technical characteristics, which have been getting better and worse over for 20 years) is secondary. Namely the experience of attempt “life situations”, building own world, relationships, yourself attracts young players. Gamers see the game as a unique philosophy and values, that they share with the creators of the game, which is a prerequisite for the emergence of a digital cultural community based on a particular game. Given the wide range of players and interest in computer games, it is important to study them in a cultural context, since psychological and other characteristics go by the wayside (a variety of people play computer games, which is not associated with any personal characteristics, for example, introversion, self-doubt). Practical implications. The results of the study can be applied in philosophy, cultural studies and pedagogy.
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spelling doaj.art-6c085151fbad49d5a15a4e5291c72f4b2023-01-08T12:43:06ZengScience and Innovation Center Publishing HouseRussian Studies in Culture and Society2576-97822022-12-016410011310.12731/2576-9782-2022-4-100-113131COMPUTER SIMULATOR GAME IN YOUTH CULTUREElizaveta M. Kudryashova0Ekaterina M. Lyubimtseva1Vera M. Yushchenko2Sof’ya G. Barinova3Siberian Federal UniversitySiberian Federal UniversitySiberian Federal UniversitySiberian Federal UniversityPurpose. The purpose of the study is to determine the place, meaning, perspectives of the computer game simulator “The Sims” in the cultural space of youth, supplemented by a new digital environment, and to establish the reasons for its 20-year success. Methodology. The main theoretical and methodological approaches to the review of a computer game are systemic and complex. The specifics of the study revealed the need for a cause-and-effect analysis of the studied phenomenon. Results. The sociocultural aspect of young people involvement in the computer game “The Sims” is primary. The esthetic aspect (graphics, technical characteristics, which have been getting better and worse over for 20 years) is secondary. Namely the experience of attempt “life situations”, building own world, relationships, yourself attracts young players. Gamers see the game as a unique philosophy and values, that they share with the creators of the game, which is a prerequisite for the emergence of a digital cultural community based on a particular game. Given the wide range of players and interest in computer games, it is important to study them in a cultural context, since psychological and other characteristics go by the wayside (a variety of people play computer games, which is not associated with any personal characteristics, for example, introversion, self-doubt). Practical implications. The results of the study can be applied in philosophy, cultural studies and pedagogy.http://csjournal.ru/jour/index.php/rscs/article/view/131the simscomputer gamevideo gamesimulatorgameplayvirtual realityimpact
spellingShingle Elizaveta M. Kudryashova
Ekaterina M. Lyubimtseva
Vera M. Yushchenko
Sof’ya G. Barinova
COMPUTER SIMULATOR GAME IN YOUTH CULTURE
Russian Studies in Culture and Society
the sims
computer game
video game
simulator
gameplay
virtual reality
impact
title COMPUTER SIMULATOR GAME IN YOUTH CULTURE
title_full COMPUTER SIMULATOR GAME IN YOUTH CULTURE
title_fullStr COMPUTER SIMULATOR GAME IN YOUTH CULTURE
title_full_unstemmed COMPUTER SIMULATOR GAME IN YOUTH CULTURE
title_short COMPUTER SIMULATOR GAME IN YOUTH CULTURE
title_sort computer simulator game in youth culture
topic the sims
computer game
video game
simulator
gameplay
virtual reality
impact
url http://csjournal.ru/jour/index.php/rscs/article/view/131
work_keys_str_mv AT elizavetamkudryashova computersimulatorgameinyouthculture
AT ekaterinamlyubimtseva computersimulatorgameinyouthculture
AT veramyushchenko computersimulatorgameinyouthculture
AT sofyagbarinova computersimulatorgameinyouthculture