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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">mgimoconcept</journal-id><journal-title-group><journal-title xml:lang="ru">Концепт: философия, религия, культура</journal-title><trans-title-group xml:lang="en"><trans-title>Concept: philosophy, religion, culture</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2541-8831</issn><issn pub-type="epub">2619-0540</issn><publisher><publisher-name>МГИМО</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.24833/2541-8831-2023-3-27-7-25</article-id><article-id custom-type="elpub" pub-id-type="custom">mgimoconcept-798</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ФИЛОСОФИЯ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>RESEARCH ARTICLES. PHILOSOPHY</subject></subj-group></article-categories><title-group><article-title>Репрезентация исторических событий и реалий в пространстве виртуализированных игровых вселенных глобальных стратегий</article-title><trans-title-group xml:lang="en"><trans-title>Representation of Historical Events and Realities in the Space of Virtualized Global Strategy Game Universes</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-0008-100X</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Овчинников</surname><given-names>В. М.</given-names></name><name name-style="western" xml:lang="en"><surname>Ovchinnikov</surname><given-names>V. M.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Владимир Михайлович Овчинников — к. ист.н., преподаватель кафедры военно-политической работы в войсках (силах)</p><p>214027, Смоленская обл, Смоленск г, Ко- товского ул, 2 (Россия)</p></bio><bio xml:lang="en"><p>Vladimir M. Ovchinnikov — PhD in History, Lecturer at the Department of Military-Political Work in the Military</p><p>2 Kotovskogo str., Smolensk, Russia (Russia)</p></bio><email xlink:type="simple">Benkey1985@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Военная академия войсковой противовоздушной обороны Вооружённых Сил РФ им. Маршала Советского Союза А.М. Василевского</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Military Academy of Military Air Defense of the Armed Forces of the Russian Federation named after Marshal of the Soviet Union A.M. Vasilevsky</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2023</year></pub-date><pub-date pub-type="epub"><day>29</day><month>09</month><year>2023</year></pub-date><volume>7</volume><issue>3</issue><fpage>7</fpage><lpage>25</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Овчинников В.М., 2023</copyright-statement><copyright-year>2023</copyright-year><copyright-holder xml:lang="ru">Овчинников В.М.</copyright-holder><copyright-holder xml:lang="en">Ovchinnikov V.M.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://concept.mgimo.ru/jour/article/view/798">https://concept.mgimo.ru/jour/article/view/798</self-uri><abstract><p>В статье исследованы возможности применения «аудиовизуализированного» текста, каковым, по мнению автора, является феномен компьютерной игры (в частности, такого жанра, как глобальная стратегия) для репрезентации исторического процесса в форме его симуляции. Цель данной статьи — установить возможности и границы демонстрации элементов мир-системного анализа в пространстве игровой вселенной глобальных исторических стратегий. Для достижения этой цели поставлен ряд задач: 1) проанализировать ключевые аспекты виртуализированной игровой симуляции в форме глобальной стратегии; 2) систематизировать положения об особенностях сочетания научного и субъективного факторов в ходе игровой симуляции; 3) выявить влияние культурного фактора на построение виртуальных миров соответствующих игр; 4) с точки зрения полученных обобщений о характере игровой симуляции рассмотреть ряд конкретных игровых кейсов. Методологической основой исследования является историко-генетический метод, а также дискурс-анализ, подразумевающий выявление социокультурной специфики игровых симуляций на основе уточнения системы заданных ими ценностных векторов и практик их функционирования как в самом игровом обществе, так и в сообществе игроков на основе аксиологического и антропологического подходов. Новизна исследования состоит в установлении специфики вариативного моделирования на примере игровых вселенных Civilization, Crusader Kings, Europa Universalis и др. В результате проведённого анализа с точки зрения философии культуры уточнены возможности и границы реконструкции исторической реальности средствами глобальных игровых стратегий; проанализированы игровые механики, выражающие и формирующие субъективные особенности создателей игры, её персонажей и игроков; исследованы некоторые аспекты построения «культурного ландшафта» игровой вселенной «глобальных симуляций». В свете полученных данных обоснован тезис, согласно которому такой игровой жанр, как глобальная стратегия, — не только виртуализированное развлечение, востребованное в условиях современного культурного производства, и специфический кибертекст, но и способ погружения в исторический нарратив, транслирующий в массовое сознание элементы научной картины мира, сопряжённый с исследованием возможных последствий тех или иных действий в рамках исходного нарратива. Этот подход открывает новые возможности в практике распространения исторических знаний средствами исторического моделирования.</p></abstract><trans-abstract xml:lang="en"><p>The article explores the possibilities and prospects of using an audio visualized (multimedia) text, which, according to the author, is the phenomenon of a computer game (in particular, the genre of global strategy) to represent the historical process in the form of its simulation. The study aims to identify the possibilities and limitations of demonstrating elements of world-system analysis in the space of the game universe of global historical strategies. The goals are: 1) to analyze key aspects of virtualized game simulation in the form of global strategy; 2) to systematize characteristic features of the combination of scientific and subjective factors in game simulation; 3) to identify the influence of the cultural factor on creating virtual worlds in games; 4) to conduct case-studies considering games through the prism of the theoretical framework of game simulation. The study employs the historical-genetic method and discourse analysis. Axiological and anthropological approaches are used to find sociocultural specificities of game simulations by investigating their value orientations and practices in the game and in the community of gamers. The study specifies features of variable modelling on the example of game universes of Civilization, Crusader Kings, Europa Universalis etc. The results of the study include the analysis of 1) history reconstruction in global game strategies from the point of view of philosophy of culture; 2) game mechanics reflecting their creators’ and gamers’ personal features; 3) creating cultural landscape in global simulation games. The author suggests that modern global strategies is not only a kind of virtual entertainment and cybertext, but also a means of reliving the historical narrative when mass consciousness can explore alternative history. This approach makes way for spreading historical knowledge via historical simulation.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>культурный ландшафт</kwd><kwd>глобальные стратегии</kwd><kwd>кибертекст</kwd><kwd>игровая вселенная</kwd><kwd>симуляция исторического процесса</kwd><kwd>мифологизация массового сознания</kwd><kwd>виртуальное пространство</kwd><kwd>образность</kwd></kwd-group><kwd-group xml:lang="en"><kwd>cultural landscape</kwd><kwd>global strategies</kwd><kwd>cybertext</kwd><kwd>game universe</kwd><kwd>simulation of the historical process</kwd><kwd>mythologization of mass consciousness</kwd><kwd>virtual space</kwd><kwd>imagery</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Валлерстайн И. Россия и капиталистическая мир-экономика, 1500–2010 // Свободная мысль. — 1996. — No 5. — С. 30–42.</mixed-citation><mixed-citation xml:lang="en">Aarseth, E. J. 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