阿凡达
游戏娱乐
互动性
美学
游戏艺术设计
电子游戏
元游戏
电影院
游戏设计
游戏研究
虚拟现实
游戏开发者
虚拟性(游戏)
博弈机制
社会学
计算机科学
艺术
多媒体
视觉艺术
人机交互
非合作博弈
博弈论
媒体研究
微观经济学
经济
人工智能
同时博弈
出处
期刊:Вестник ВГИК
[ECO-Vector]
日期:2018-06-15
卷期号:10 (2): 50-60
标识
DOI:10.17816/vgik10250-60
摘要
According to recent research, video games are recognized as a new kind of art of the 21st century. Is it possible to distinguish the concepts of entertainment and art when dealing with this phenomenon? The purpose of this article is to analyze the significance of the game in contemporary society, to characterize the dominant features of personal management of a work of art, and to consider the influence of game aesthetics on the language of up-to-date cinema. The digital age, new technologies, computer modeling and virtual aesthetics modernized the classical thesis of the life as a game into a new philosophical concept. There are more and more attempts in succession to create a full-fledged virtual reality where a person could feel oneself to be an individualized god, commanding over all the processes taking place with the one and ones life. The ultimate goal is the creation of such a global game world in which every person would be able to try oneself in any social role or avatar, building relationships with anyone, playing and enjoying it. So this desire for an interactive fusion of game forms with the objective reality that we are accustomed to is forming a rich and multilayered cultural platform nourishing diverse areas of contemporary art. The game industry has gone a long way of its development as a form of art. Nowadays video games and movies imitate each other and combine mixed aesthetic trends - the boundary between the Game and the Film is being increasingly blurred. On the one hand, games tend to cinema, using professional directing, scriptwriting and cast. On the other hand, mainstreamification of gaming technologies attracts many filmmakers looking for new artistic forms, concepts and visual mechanics that are interesting and relevant for contemporary mass audience.
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