No 3(34) (2019)

DOI https://doi.org/10.18799/26584956/2019/3(34)/980

THE PHENOMENON OF FEAR AND DEATH IN VIDEO GAMES

This article discusses the phenomena of fear and death in video games. It should be noted that in some video games there is a specific numinous character, which affects the internal content of the above phenomena. In general, the space and time of the virtual world of games, different from the subjective world, lead to the fact that fear and death are exhausted, they lose their energy, categorical, and the individual has a special state outside them. The relevance of this work consists in considering fear controlling, as well as those metamorphoses that occur with it, as well as with the individual in the space of video games. The aim of the research is to identify the specifics of construction and presentation of the phenomenon of fear and death within the space and plot of video games; to determine the features of the internal content of these phenomena, as well as their hermeneutic analysis to obtain those substantive ideas that reflect the essence of these phenomena; to consider such phenomena as time, space, implantation, etc. in synthetic interweaving, as a special form of artificially created existence of the individual. Methods. Abstract-logical, comparative and hermeneutic analyses are applied in this work to establish the main provisions of the studied question. In addition, the dialectical method is used for more detailed analysis of the phenomenon of fear and death and elements of religious analysis. Results. Video games, through the prism of the phenomena of fear and death, carry out a breakthrough of the individual's consciousness in a certain sphere of numinous (religious, sacred, or rather in a certain plane of «completely different» and different from the profane). This is necessary, first of all, to combat the commonplace, which leads to the alienation of the individual from himself.  In other words, fear and death initiate an individual's existential sensitivity. Video games serve as a certain mechanism (method) to combat various phobias of individual, collective and archaic character, giving them a specific (physical, material, which can be destroyed) form. Video games are a form of expression of thanatological (eschatological, sometimes apocalyptic) tendencies as a compensatory component. In addition, it is worth pointing out that the space, gameplay and artificial reality of these games contribute to implementation of teleology, etiology, heroic ethics, «immortality» of the individual, as well as going beyond their own existence (in particular, in terms of the concepts of time and space), using fear and the phenomenon of death as an instrument.

Ключевые слова:

Video games, fear, death, numinous, alienation from death, divinity, time, space

Авторы:

Nikolay I. Petev

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