A GAME AS A SIMULATION: PHENOMENOLOGY AND CULTURAL POTENTIAL

The article is devoted to a theoretical analysis of games as a cultural phenomenon, aiming to develop new theoretical frameworks and a methodological platform for research. The author identifies key problem areas in existing approaches, focusing onJ. Huizinga’s descriptive definitions and L. Wittgenstein’s conceptual pessimism. Games are proposed to be interpreted as a method of cognition and reflection of the world, realized through first-order simulations (reflecting objective reality) and second-order simulations (modeling other simulations). This hypothesis offers a fresh perspective on key characteristics of games, such as immersiveness, interactivity, simulativeness, and dimorphism.Games are examined as an as-yet-unmanifested epistemological tradition, comparable to magic, religion, and science. The author emphasizes the historical and cultural dynamics of changes in gaming methods, analyzing contemporary game design practices, including modular and legacy games, showcasing the evolution of player involvement in the creation and modification of game systems.Special attention is given to the simulative nature of games, which distinguishes them from imitative characteristics typical of various forms of art. Games model processes of reality, offering players opportunities for active interaction and cognition. The author argues that even abstract games retain elements of simulation through their connection to historical prototypes or represent second-order simulations (simulations of simulations). The conclusions confirm the significance of games as platforms for analyzing cultural narratives, educational processes, and the formation of collective experience. The study introduces new foundational theoretical frameworks for research in the field of cultural game theory.

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Publication Details

Journal
Sign problematic field in mediaeducation
Published
2024-12-27
DOI
https://doi.org/10.47475/2070-0695-2024-54-4-93-100
Primary Topic
Educational Tools and Methods
Type
article
Field-Weighted Citation Impact
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article

A GAME AS A SIMULATION: PHENOMENOLOGY AND CULTURAL POTENTIAL

Наталья Львовна Зыховская, IVAN D. TUZOVSKY
Sign problematic field in mediaeducation
Educational Tools and Methods
article

A GAME AS A SIMULATION: PHENOMENOLOGY AND CULTURAL POTENTIAL

Наталья Львовна Зыховская, IVAN D. TUZOVSKY
article en

Abstract

The article is devoted to a theoretical analysis of games as a cultural phenomenon, aiming to develop new theoretical frameworks and a methodological platform for research. The author identifies key problem areas in existing approaches, focusing onJ. Huizinga’s descriptive definitions and L. Wittgenstein’s conceptual pessimism. Games are proposed to be interpreted as a method of cognition and reflection of the world, realized through first-order simulations (reflecting objective reality) and second-order simulations (modeling other simulations). This hypothesis offers a fresh perspective on key characteristics of games, such as immersiveness, interactivity, simulativeness, and dimorphism.Games are examined as an as-yet-unmanifested epistemological tradition, comparable to magic, religion, and science. The author emphasizes the historical and cultural dynamics of changes in gaming methods, analyzing contemporary game design practices, including modular and legacy games, showcasing the evolution of player involvement in the creation and modification of game systems.Special attention is given to the simulative nature of games, which distinguishes them from imitative characteristics typical of various forms of art. Games model processes of reality, offering players opportunities for active interaction and cognition. The author argues that even abstract games retain elements of simulation through their connection to historical prototypes or represent second-order simulations (simulations of simulations). The conclusions confirm the significance of games as platforms for analyzing cultural narratives, educational processes, and the formation of collective experience. The study introduces new foundational theoretical frameworks for research in the field of cultural game theory.

Sign problematic field in mediaeducationVol. 54(4)
South Ural State University (RU), Chelyabinsk State University (RU)
Openalex Percentile: Top 67%
Educational Tools and Methods
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