Визуальные коды антиутопии в видеоиграх: репрезентация классовых различий

  • Максим Валерьевич Шибаев Фонд V–A–C
Ключевые слова: гейм стадис, эстетика видеоигр, визуальный код, реминисценция, антиутопия, сеттинг

Аннотация

Nowadays, video games in one form or another are present in the life of every person. The interdisciplinary nature of science field allows to consider them from the point of view of both technical and humanitarian sciences.  At the same time, the nature of the study will depend on many factors: setting, genre, style, world history, gameplay and others. Even the approach to studying the game may differ depending on what a particular researcher decides to focus his attention on. The main task of this work is to analyse the visual codes of class representation, which is used by artists and game designers when creating dystopian spaces. The purpose of the study is to try to answer the following questions: why do video games need representation of the social class differences? What is the nature of those visual representations? How does the setting affect the graphic elements of the narrative? How does the dialogue between the philosophy of negative utopia and the game space take place? An integral element of the narrative in dystopia is social class stratification. And if in literature visuality exists only in a descriptive form and with the support of the reader's imagination, then in video games and cinema the need to encode space using visual language comes to the fore in the design of the virtual world. Having a huge literary base, the developers of such spaces are looking for ways to embody and show not only the trials of life under total control. It is important to show exactly what lies at the root of a dystopian society, namely the difference between the life of a privileged class and an alienated person, limited by society, politics and rules.

Скачивания

Данные скачивания пока не доступны.

Биография автора

Максим Валерьевич Шибаев, Фонд V–A–C

редактор издательства V–A–C Press, старший редактор онлайн журнала V–A–C Sreda

Литература

Campbell, D. (1997). The Hero with a Thousand Faces. AST.

Cherepanova, R. S. (1999). Utopia and Dystopia: Typology and Relationship. Vestnik Chelyabinskogo universiteta, (1), 96–108.

Chernyak, M. A. (2006). Fears of the future in modern dystopias. Universum: Vestnik Gercenovskogo universiteta, 8(34), 54–55.

Danilevsky, I. V. (2013). On a new version of the ontology of the unconscious. Vestnik Permskogo universiteta, Filosofiya. Psihologiya. Sociologiya, (1), 27–38.

Denisova, L. V. (2019). Ontological foundations of modern dystopia. Vestnik Omskogo gosudarstvennogo pedagogicheskogo universiteta, Gumanitarnye issledovaniya, (4), 14–17.

Didkovskaya, N. A., & Bertova S. P. (2020). Modern cinema as a reflexive field of ambiutopianism. Verhnevolzhskij filologicheskij vestnik, 4(23), 205–213. https://doi.org/10.20323/2499-9679-2020-4-23-205-213

Foucault, P.-M. (2002). Intellectuals and power: Selected political articles, speeches and interviews. Praksis.

Grinenko, G. V. (2018). Utopias as social models. Vestnik Moskovskogo gosudarstvennogo universiteta kul'tury i iskusstv, 1(81), 18–24.

Grishenkova, T. F., & Chernyaeva, A. N. (2014). The prescribed happiness of XX century dystopias. Kul'tura. Duhovnost'. Obshchestvo, 41–45.

Khasieva, M. A. (2018). The concept of postmodernism in the philosophy of metabolism by K. Kurokawa. Gumanitarnyj vektor, 13(3), 75–83.

Korolyova, Y. U. (2011). Return motif in XX century dystopias. Filologiya i chelovek, (3), 213–219.

Kutyrev, V. A. (2018). The Owl of Minerva Flies at Dusk (Selected Philosophical Texts of the XXI Century). SPb.

Lim, S. (2016). The anti-war movement of Japanese students in the 60s of the twentieth century. Dialog so vremenem, (57), 188–204.

Macdonald, F. (2014). Photographer Michael Wolf: How to live in a megacity. BBC. https://www.bbc.com/culture/article/20140204-how-to-live-in-a-mega-city

Moyzhes, L. (2015). Rethinking the death motif in cyberpunk works: religious tropes. Gosudarstvo, religiya, cerkov' v Rossii i za rubezhom, 1(33), 269–296.

[Morphologis], (2021). An Architect Reviews: Cyberpunk 2077's Night City [Video]. YouTube. https://www.youtube.com/watch?v=IklZS20rJoI&ab_channel=Morphologis

Ovchinnikov A. I., & Kazachanskaya, E. A. (2021). Digital utopias and dystopias: prerequisites and criticism in state-legal doctrines of the past and present. Filosofiya prava, (1), 124–130.

Podwalny, M. (2020). The boundaries of a video game as a work of art. Communications. Media. Design, 5(4), 120–136.

Rivera, J. (2020, December 14). Inside the Design of Cyberpunk 2077’s Urban Dystopia. Architectural Digest. https://www.architecturaldigest.com/story/inside-the-design-of-cyberpunk-2077s-urban-dystopia

Sadikhova, N. M. (2011). Class differences in utopias and dystopias. Vestnik Vyatskogo gosudarstvennogo universiteta, 175–179.

Schubert, S. (2018). Columbian Nightmare: Narrative, History, and Nationalism in BioShock Infinite. FIAR, (11.2), 44–60.

Schulzke, M. (2014). The Critical Power of Virtual Dystopias. Games and Culture, 9(5), 1–20. https://doi.org/10.1177/1555412014541694

Shearing, C. (2001). Punishment and the Changing Face of the Governance. Punishment & Society, 3(2), 203–220. https://doi.org/10.1177/1462474501003002001

Shibaev, M. V. (2021). Painting through the prism of virtual graphics of the game space. Communications. Media. Design, 6(4), 5–28.

Tommasino, M. (2020). Night City: how Cyberpunk 2077’s future megacity was built. Domusweb. https://www.domusweb.it/en/architecture/gallery/2020/12/21/night-city-how-the-cyberpunk-2077s-megalopolis-was-built.html

Zhadanov, Y. U. (2010). Post-Orwellian dystopia: the decline of the genre or its transformation. Mirovaya literatura na perekrest'e kul'tur i civilizacij, (2), 77–88.

Опубликован
2023-09-30
Как цитировать
Шибаев М. В. (2023). Визуальные коды антиутопии в видеоиграх: репрезентация классовых различий. Коммуникации. Медиа. Дизайн, 8(3), 156-173. извлечено от https://cmd-journal.hse.ru/article/view/18028
Раздел
Научные статьи