CULTURAL ASPECTS OF VIDEO GAMES IN A SOCIAL CONTEXT

Authors

DOI:

https://doi.org/10.32782/facs-2025-4-39

Keywords:

video games, culture, educational games, social interaction, cultural identity, virtual communities, artistic expression, psychological impact, virtual reality technologies, gaming industry

Abstract

The purpose of the article is to identify and analyze the cultural aspects of video games in a social context, focusing on their role as a tool for sociocultural interaction, symbolic communication, and personal involvement. The paper will explore how video games not only reflect modern social trends, but also actively shape them, acting as a full-fledged space for the formation of new patterns of behavior, understanding of community, identity, and values. Special emphasis is placed on studying the mechanisms of cultural transmission through gaming practices, analyzing ways to build virtual communities, and investigating the processes of symbolic exchange in digital gaming spaces. The research methodology is based on an interdisciplinary approach that combines cultural, socio-philosophical, media-analytic, and game analysis.Methods of structural-semiotic analysis were used to study the symbolic systems of video games, a phenomenological approach to study the experience of gamers, and tools of digital anthropology to analyze online communities. Particular attention is paid to the elements of ritualization, narrative structure, emotional involvement and interface design as factors that determine the features of the gaming experience. The study also includes an analysis of specific gaming projects that demonstrate various models of cultural interaction and social influence. The scientific novelty of the study lies in the cultural rethinking of video games as an independent phenomenon of digital culture, which has its own logic, semiotics and social power. It is emphasized that the video game ceases to be just a means of entertainment and turns into a form of cultural expression and a platform for social modeling. For the first time, a comprehensive typology of the cultural functions of video games is proposed, which includes educational, socialization, therapeutic and creative components. The conclusions emphasize that video games act as a new type of cultural code that encompasses both aesthetic and social components, allowing the player not only to consume content, but also to participate in the process of creating meanings and interaction in the digital environment. The need to develop a new methodological paradigm for studying interactive media as full-fledged cultural phenomena capable of influencing the formation of a modern civilization model and changing traditional forms of socio-cultural organization is substantiated.

References

Губернатор О. Підходи та тенденції дослідження субкультур відеоігор у західному науковому дискурсі на рубежі ХХ – ХХІ століття. Українська культура: минуле, сучасне, шляхи розвитку. 2024. Вип. 48. С. 369–374. DOI: https://doi.org/10.35619/ucpmk.v48i.799

Трач Ю. В. Комп’ютерні ігри як складова культури та предмет культурологічного дослідження. Вісник Національної академії керівних кадрів культури і мистецтв : наук. журнал. 2021. Вип. 2. С. 61-64. DOI: https://doi.org/10.32461/2226-3209.2.2021.239932

Bogost I. How to Do Things with Videogames. Minneapolis : University of Minnesota Press, 2011.

Boellstorff, T. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press, 2008.

Bucchieri, F., Yao, L., & Isenberg, P. Situated Visualization in Motion for Video Games. arXiv preprint, 2024. DOI: https://doi.org/10.2312/evp.20221119

Campbell, J. The Hero with a Thousand Faces. New York : Pantheon Books, 1949.

Cao, J. The Collector, the Glitcher, and the Denkbilder: Towards a Critical Aesthetic Theory of Video Games. arXiv preprint, 2022. DOI: https://doi.org/10.48550/arXiv.2201.08552

Castells, M. Communication Power. Oxford : Oxford University Press, 2009.

Choe, E. “The Immersive Turn: Virtual Reality and Video Games”. Journal of Virtual Studies. 2021. № 15(2). Pp. 34–45.

Eyman J. Videogames as Cultural Objects: The Intersection of Media and Art. New York : Digital Media Studies Press, 2015.

Hocking C. Games as Art: The Debate. Edge. 2007. Issue 177.

Ioannou E., Maddock S. Neural Style Transfer for Computer Games. arXiv preprint, 2023. DOI: https://doi.org/10.48550/arXiv.2311.14617

Jancsovics, K. Play the Art: Artistic Value in Video Games. Replay. The Polish Journal of Game Studies. 2022. № 8(1). Pp. 27–42. DOI: https://doi.org/10.18778/2391-8551.08.02

Kalmanlehto, J. Aesthetics of Agency and the Rhythm of Gameplay. Games and Culture. 2024. Advance online publication. DOI: https://doi.org/10.1177/15554120231185630

Mcintosh, J. Journey: Emotion in Interactive Art. Interactive Storytelling Journal. 2013. № 5(3). Pp. 89–102.

Putnam, R. Bowling Alone: The Collapse and Revival of American Community. New York : Simon & Schuster, 2000.

Taylor T. L. Play Between Worlds: Exploring Online Game Culture. Cambridge : MIT Press, 2006.

Turkle, S. Alone Together: Why We Expect More from Technology and Less from Each Other. New York : Basic Books, 2011.

Walker, J. Papers, Please Review. Rock, Paper, Shotgun. 2013. URL: https://www.rockpapershotgun.com (дата звернення 15.07.2025)

Published

2025-11-07

How to Cite

VAHERYCH В. (2025). CULTURAL ASPECTS OF VIDEO GAMES IN A SOCIAL CONTEXT. Fine Art and Culture Studies, (4), 308–316. https://doi.org/10.32782/facs-2025-4-39

Issue

Section

CULTURAL STUDIES