Polikarpova Valentina Aleksandrovna, Polikarpova Elena Vital’evna
Southern Federal University
Submitted: 05.06.2019
Abstract. The article considers computer games from the viewpoint of peaceful war as a state of the modern information society. It is shown that computer games, which use virtual reality technology, have a powerful manipulative potential. The authors reveal manipulative tricks contained in computer games including those causing habituation and painful addiction. The "falling out of time" phenomenon observed among gamers is analysed. The paper concludes that computer games as a high-tech commercial product created on the basis of high-hume-technologies can be used as an instrument of peaceful war.
Key words and phrases: компьютерные игры, сюжетно-ролевая игра, мировойна, манипуляция, технологии, фреймирование, мнимая реальность, темпоральность, сетевое общество, computer games, role-playing game, peaceful war, manipulation, technologies, framing, imaginary reality, temporality, network community
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