ISSN 0868-4871
En Ru
ISSN 0868-4871
Video Games with a Historical Plot: A Factor of Formation and Erosion of Ingroup Favoritism of the Russian Population

Video Games with a Historical Plot: A Factor of Formation and Erosion of Ingroup Favoritism of the Russian Population

Abstract

The article analyses the use of video games with a historical plot to develop or erode the ingroup favoritism of the Russian population and its national and state identity. The methodology of the work is based on a combination of elements of comparative and structural analysis with the analysis of the secondary sociological research literature. Collecting and analysing data from recent opinion polls, the author proves that in the current situation the image of the present, the future and “significant others” do not represent the source of the development of ingroup favoritism among Russian youth, a fact that in the long run threatens the stability of identity of citizens of the Russian Federation. Although the results of the opinion polls indicate the possibility of exploiting the image of the past in order to develop ingroup favoritism, the younger generation demonstrates a rejection of traditional forms of narratives of memories. Accordingly, video games seem to be the most promising resource for constructing the image of the past. However, from a commercial point of view, the implementation of these projects is fraught with high risks, indicating the need for state intervention and support. The article suggests that in intervening in this sector the state should take into account the shortcomings identified in the system of state sponsorship of commercial filmmaking industry, as one of the closest sectors capable of forming a positive national-state identity.

References

  1. Aarseth, E. Cybertext: Perspectives on Ergodic Literature. Baltimore; London: The Johns Hopkins University Press, 1997. 
  2. Beliantsev, A. E., and Gershtein, I. Z. “Obraz strany cherez komp'iuternuiu igru: istoriko-politicheskii aspekt,” Vestnik Nizhegorodskogo universiteta im. N.I. Lobachevskogo, No. 6, 2010, pp. 279–283. 
  3. Belov, S. I. “Komp'iuternye igry kak instrument realizatsii politiki pamiati (na primere otobrazheniia sobytii Velikoi Otechestvennoi voiny v videoigrakh),” Vestnik Rossiiskogo universiteta druzhby narodov. Seriia “Politologiia”, Vol. 20, No. 1, 2018, pp. 96–104. 
  4. Belov, S. I. “Obraz rossiiskoi politicheskoi elity i vlasti v videoigre ‘Metro Exodus’,” Territoriia novykh vozmozhnostei. Vestnik Vladivostokskogo gosudarstvennogo universiteta ekonomiki i servisa, Vol. 12, No. 4, 2020, pp. 60–67. 
  5. Belov, S. I., and Kretova, A. A. “Komp'iuternye igry kak resurs realizatsii politiki pamiati: prakticheskii opyt i skrytye vozmozhnosti (na materialakh pozitsionirovaniia sobytii Velikoi Otechestvennoi voiny),” Vestnik Moskovskogo gosudarstvennogo oblastnogo universiteta. Seriia: Istoriia i politicheskie nauki, No. 1, 2020, pp. 54–63. 
  6. Dushakova, I. S., and Chernyi, S. Iu. “Konstruirovanie proshlogo v videoigrakh: igrok kak potrebitel' i soavtor istoricheskogo narrativa (proekt ‘Europa Universalis IV’),” Shagi / Steps, Vol. 3, No. 2, 2017, pp. 77–97. 
  7. Earhart, D. C. Certain Victory: Images of World War II in the Japanese Media. London; New York: Routledge, 2008. 
  8. Fedorchenko, S. N. “Interpretatsiia sobytii Velikoi Otechestvennoi voiny v komp'iuternykh igrakh: riski i perspektivy legitimatsii rezhima cherez politiku pamiati,” Postsovetskie issledovaniia, Vol. 3, No. 5, 2020, pp. 427–438. 
  9. Fedorchenko, S. N., Karliavina, E. V., Tedikov, D. O., Markarian, R. A., and Tesliuk, K. V. “Nekotorye itogi sotsiologicheskogo issledovaniia ‘Komp'iuternye igry i politika pamiati’,” Zhurnal politicheskikh issledovanii, Vol. 4, No. 2, 2020, pp. 90–105. 
  10. Fedorchenko, S. N., Tedikov, D. O., Tesliuk, K. V., and Markarian, R. A. “Faktor komp'iuternykh igr v realizatsii politiki pamiati,” Prepodavanie istorii i obshchestvoznaniia v shkole, No. 3, 2020, pp. 39–47. 
  11. Iglin, D. A. “Videoigry kak tekhnologiia politicheskoi kommunikatsii,” Current Issues of Modern Socio-political Phenomena: Theoretical and Methodological and Applied Aspects: Materials of the III International Scientific Conference, March 13–14, 2015, eds. I. G. Doroshina, A. S. Berberyan, and M. Sapik. Prague: Vědecko vydavatelské centrum ‘Sociosféra-CZ’, 2015, pp. 52–54. 
  12. Juul, J. “Rasskazyvaiut li igry istorii? Kratkaia zametka ob igrakh i narrativakh,” Logos, Vol. 25, No. 1, 2015, pp. 61–78. 
  13. Kalmykov, V. A. “Videoigry i patriotizm: virtual'nye ekstrasotsial'nye praktiki v formirovanii obraza Rossii,” Vestnik RGGU. Seriia: Politologiia. Istoriia. Mezhdunarodnye otnosheniia. Zarubezhnoe regionovedenie. Vostokovedenie, No. 1, 2014, pp. 296–301. 
  14. Murray, J. H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: The Free Press, 1997. 
  15. Pipiia, K. “Natsional'naia identichnost' i gordost',” Levada-Tsentr, January 17, 2019, URL: https://www.levada.ru/2019/01/17/natsionalnaya-identichnost-i-gordost/
  16. Skinner, B. F. “Are Theories of Learning Necessary?” Psychological Review, Vol. 4, No. 57, 1950, pp. 193–216. 
  17. Tajfel, H., and Turner, J. “The Social Identity Theory of Intergroup Behavior,” The Psychology of Intergroup Relations, eds. W. G. Austin, and S. Worchel. Chicago: Nelson-Hall Publishers, 1986, pp. 7–24. 
  18. Volodenkov, S. V., and Fedorchenko, S. N. “Tsifrovye stigmaty kak instrument manipuliatsii massovym soznaniem v usloviiakh sovremennogo gosudarstva i obshchestva,” Sotsiologicheskie issledovaniia, No. 11, 2018, pp. 117–123.
PDF, ru

Keywords: national-state identity; Russians; youth; video games; politics of memory; politics of identity; ingroup favoritism

Available in the on-line version with: 30.07.2021

To cite this article
Number 3, 2021