THE RECURSION OF THE "KINGDOM OF THE GAME" AND THE "KINGDOM OF REALITY", OR THE DIALECTIC OF THE SYMBOLISM OF THE "OTHER" IN GAME UNIVERSES: SOCIO-PHILOSOPHICAL ANALYSIS
DOI:
https://doi.org/10.34680/EISCRT-2025-1(10)-207-278Keywords:
comparative analysis, game universes, World of Darkness, Warhammer 40000, recursion, online gaming community, double in the game, the Other in the game, online gaming subcultureAbstract
This article is devoted to a socio-philosophical study of the problem of the connection of game universes and possible sources of their inspiration in the surrounding social reality. Such fictional worlds, which are the result of many years of collective creativity between game technicians and gamblers, are almost never considered by experts from the philosophical scientific community. For a qualitative understanding of the essence of modern people's fascination with such a hobby, the authors conducted a comparative analysis based on: the peculiarities of understanding symbols in the spirit of Ernst Cassirer, network culture according to Manuel Castells, simulations according to Jean Baudrillard, doubles and the Other according to Jacques Lacan. As a result of the research, one of the forms of recursion between the real and game universes was revealed, which manifests itself in a specific reflection of historical events, in their reinterpretation within symbolic structures, as well as in the playful nature of a person's transition between worlds attractive to him. The authors also consider the features of such a phenomenon as online fan communities that form and promote gaming subcultures. It is determined that the objects of the game world become simulacra, losing their connection with the primary source of inspiration, becoming materialized in fan creativity and products for representatives of the gaming subculture. The responsibility of the game technician for influencing the user audience through the game in terms of changing its cultural preferences, strategies and behavior is emphasized.