Historical, Philosophical, Political and Law Sciences, Culturology and Study of Art. Issues of Theory and Practice. Tambov: Gramota, 2016. № 12. Part 2. P. 142-145.
"SOMETHING LIKE PLAYING PHENOMENA" AND IMPERATIVES OF MODERN CONSUMER SOCIETY
Samoilova Elena Olegovna
Pyatigorsk State University
Abstract. The article is devoted to the analysis of modern "something like playing phenomena" such as cosplay, "fanfiction" and art skill as representations of the video games virtual world in the current reality. The definition of "something like playing phenomena" is given, and reasons for their occurrence in modern culture are described. Relationship between these cultural phenomena and the consumer society is substantiated. The author pays particular attention to the theory of simulacra and "symbolic exchange" of J. Baudrillard, which allows revealing "something like playing phenomena" from social and philosophical perspectives.
Key words and phrases: компьютерная игра, видеоигра, косплей, "околоигровые феномены", современная культура, виртуальный мир видеоигры, информационные технологии, computer game, video game, cosplay, "something like playing phenomena", modern culture, virtual world of video games, information technologies
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