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<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.2 20190208//EN" "http://jats.nlm.nih.gov/publishing/1.2/JATS-journalpublishing1.dtd">
<article article-type="research-article" dtd-version="1.2" xml:lang="ru" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><front><journal-meta><journal-id journal-id-type="issn">2408-932X</journal-id><journal-title-group><journal-title>Research Result. Social Studies and Humanities</journal-title></journal-title-group><issn pub-type="epub">2408-932X</issn></journal-meta><article-meta><article-id pub-id-type="doi">10.18413/2408-932X-2021-7-3-0-10</article-id><article-id pub-id-type="publisher-id">2550</article-id><article-categories><subj-group subj-group-type="heading"><subject>RESEARCHES</subject></subj-group></article-categories><title-group><article-title>&lt;strong&gt;Video games as a technical and cultural phenomenon: the history of formation and sociocultural importance&lt;/strong&gt;</article-title><trans-title-group xml:lang="en"><trans-title>&lt;strong&gt;Video games as a technical and cultural phenomenon: the history of formation and sociocultural importance&lt;/strong&gt;</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Belyaeva</surname><given-names>Ulyana P.</given-names></name><name xml:lang="en"><surname>Belyaeva</surname><given-names>Ulyana P.</given-names></name></name-alternatives><email>Ulyana-sin@yandex.ru</email><xref ref-type="aff" rid="aff1" /></contrib></contrib-group><aff id="aff1"><institution>Semenov-Tyan-Shansky Lipetsk State Pedagogical University</institution></aff><pub-date pub-type="epub"><year>2021</year></pub-date><volume>7</volume><issue>3</issue><fpage>0</fpage><lpage>0</lpage><self-uri content-type="pdf" xlink:href="/media/humanities/2021/3/10_Т.7_3_2021.pdf" /><abstract xml:lang="ru"><p>The article is devoted to the problem of the formation of video games as a cultural phenomenon. Originally emerging as a technological by-product, largely experimental, video games are now a significant part of popular culture. Throughout the history of its development, video games have shown a noticeable dynamics of settling in various cultural spheres. Nevertheless, in the mass consciousness, and often in the research community, a stereotypical and largely amateurish attitude towards video games persists, which removes them from the discourse of professional analytics.

The complex technocultural nature of the object investigated in the article requires the use of a wide range of methodological techniques. The theoretical framework of the work is built using cultural-historical and dialectical methods, as well as elements of the systemic and structural-functional approaches.

The article analyzes the history of video games as the genesis of the original culturally coherent phenomenon, which is in active dialogue with the spheres of technoculture, economics, law, art, socio-humanitarian science and mass culture. The conclusion is drawn about the importance of video games as a socio-cultural phenomenon, which by now has become a form of digital art and sports, which have contributed to the emergence of new forms of social organization and communication, many forms of near-game subcultural phenomena, gamification practices and specialized research programs.</p></abstract><trans-abstract xml:lang="en"><p>The article is devoted to the problem of the formation of video games as a cultural phenomenon. Originally emerging as a technological by-product, largely experimental, video games are now a significant part of popular culture. Throughout the history of its development, video games have shown a noticeable dynamics of settling in various cultural spheres. Nevertheless, in the mass consciousness, and often in the research community, a stereotypical and largely amateurish attitude towards video games persists, which removes them from the discourse of professional analytics.

The complex technocultural nature of the object investigated in the article requires the use of a wide range of methodological techniques. The theoretical framework of the work is built using cultural-historical and dialectical methods, as well as elements of the systemic and structural-functional approaches.

The article analyzes the history of video games as the genesis of the original culturally coherent phenomenon, which is in active dialogue with the spheres of technoculture, economics, law, art, socio-humanitarian science and mass culture. The conclusion is drawn about the importance of video games as a socio-cultural phenomenon, which by now has become a form of digital art and sports, which have contributed to the emergence of new forms of social organization and communication, many forms of near-game subcultural phenomena, gamification practices and specialized research programs.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>video games</kwd><kwd>technoculture</kwd><kwd>gameplay</kwd><kwd>video game history</kwd><kwd>cultural explication of video games</kwd><kwd>screen culture</kwd><kwd>popular culture</kwd></kwd-group><kwd-group xml:lang="en"><kwd>video games</kwd><kwd>technoculture</kwd><kwd>gameplay</kwd><kwd>video game history</kwd><kwd>cultural explication of video games</kwd><kwd>screen culture</kwd><kwd>popular culture</kwd></kwd-group></article-meta></front><back><ack><p>Funding: The reported study was funded by RFBR and EISR, project number 21-011-31602.</p></ack><ref-list><title>Список литературы</title><ref id="B1"><mixed-citation>Battaggion, V. 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