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 <front>
  <journal-meta>
   <journal-id journal-id-type="publisher-id">Siberian Art History Journal</journal-id>
   <journal-title-group>
    <journal-title xml:lang="en">Siberian Art History Journal</journal-title>
    <trans-title-group xml:lang="ru">
     <trans-title>Сибирский искусствоведческий журнал</trans-title>
    </trans-title-group>
   </journal-title-group>
   <issn publication-format="online">2782-4926</issn>
  </journal-meta>
  <article-meta>
   <article-id pub-id-type="publisher-id">119196</article-id>
   <article-id pub-id-type="doi">10.31804/2782-4926-2026-30-40</article-id>
   <article-categories>
    <subj-group subj-group-type="toc-heading" xml:lang="ru">
     <subject>актуальные культурологические исследования</subject>
    </subj-group>
    <subj-group subj-group-type="toc-heading" xml:lang="en">
     <subject>current cultural research</subject>
    </subj-group>
    <subj-group>
     <subject>актуальные культурологические исследования</subject>
    </subj-group>
   </article-categories>
   <title-group>
    <article-title xml:lang="en">VIDEO GAMES AS ART OBJECTS: PRACTICES FOR INCORPORATING VIDEO GAMES INTO GALLERY SPACES</article-title>
    <trans-title-group xml:lang="ru">
     <trans-title>ВИДЕОИГРА КАК ПРЕДМЕТ ИСКУССТВА: ПРАКТИКИ ВКЛЮЧЕНИЯ ВИДЕОИГР В ГАЛЕРЕЙНЫЕ ПРОСТРАНСТВА</trans-title>
    </trans-title-group>
   </title-group>
   <contrib-group content-type="authors">
    <contrib contrib-type="author">
     <name-alternatives>
      <name xml:lang="ru">
       <surname>Ермаков</surname>
       <given-names>Тихон Константинович</given-names>
      </name>
      <name xml:lang="en">
       <surname>Ermakov</surname>
       <given-names>Tihon Konstantinovich</given-names>
      </name>
     </name-alternatives>
     <xref ref-type="aff" rid="aff-1"/>
    </contrib>
   </contrib-group>
   <aff-alternatives id="aff-1">
    <aff>
     <institution xml:lang="ru">Сибирский федеральный университет</institution>
    </aff>
    <aff>
     <institution xml:lang="en">Siberian Federal University</institution>
    </aff>
   </aff-alternatives>
   <pub-date publication-format="print" date-type="pub" iso-8601-date="2026-03-31T17:59:50+03:00">
    <day>31</day>
    <month>03</month>
    <year>2026</year>
   </pub-date>
   <pub-date publication-format="electronic" date-type="pub" iso-8601-date="2026-03-31T17:59:50+03:00">
    <day>31</day>
    <month>03</month>
    <year>2026</year>
   </pub-date>
   <volume>5</volume>
   <issue>1</issue>
   <fpage>30</fpage>
   <lpage>40</lpage>
   <history>
    <date date-type="received" iso-8601-date="2026-03-31T00:00:00+03:00">
     <day>31</day>
     <month>03</month>
     <year>2026</year>
    </date>
   </history>
   <self-uri xlink:href="https://asiaetother-journal.ru/en/nauka/article/119196/view">https://asiaetother-journal.ru/en/nauka/article/119196/view</self-uri>
   <abstract xml:lang="ru">
    <p>Современные галерейные и музейные пространства сталкиваются с проблемой возникновения новых форм искусства, которые необходимо интегрировать в уже устоявшиеся институциональные практики. При этом способы этой интеграции позволяют раскрыть не только особенности современных музеев и галерей, но и на теоретическом уровне осмыслить специфику существования этих новых артефактов, одним из которых является видеоигра. Обращаясь к анализу нескольких случаев создания выставок, посвящённых видеоиграм, становится возможным определить некоторые особенности восприятия видеоигры в современной культуре. Так, видеоигра может рассматриваться как уникальное медиа, экспонирование которого связано с сохранением аутентичных технологических устройств, а легитимация как культурного артефакта зависит от концепции «мастерства». Во втором случае, видеоигра понимается как форма цифровых медиа, сохранение и осмысление которых связано с концепцией транскодинга, что приводит к ориентации на взаимодействие с вариантами технической реализации интерактивности, а экспонирование происходит через сохранение внешних физических артефактов. Наконец, возможно включение видеоигры как трансмедиального объекта, что подразумевает включение в галерейные и музейные пространства не самого объекта видеоигры, а различных вариантов медиа, связанных с ним.</p>
   </abstract>
   <trans-abstract xml:lang="en">
    <p>Contemporary gallery and museum spaces are confronted with the emergence of new art forms that must be integrated into established institutional practices. The methods of this integration allow us to not only uncover the unique characteristics of contemporary museums and galleries but also theoretically understand the specific nature of these new artifacts, one of which is video games. By analyzing several cases of exhibitions dedicated to video games, it becomes possible to identify certain characteristics of video game perception in contemporary culture. Thus, video games can be viewed as unique media, the exhibition of which is linked to the preservation of authentic technological devices, and the legitimization of a cultural artifact depends on the concept of &quot;mastery.&quot; In the second case, video games are understood as a form of digital media, the preservation and understanding of which is linked to the concept of transcoding, which leads to a focus on interaction with variations in the technical implementation of interactivity, while exhibition occurs through the preservation of external physical artifacts. Finally, it is possible to include video games as transmedia objects, which implies the inclusion in gallery and museum spaces not of the video game object itself, but of various media options associated with it.</p>
   </trans-abstract>
   <kwd-group xml:lang="ru">
    <kwd>видеоигра</kwd>
    <kwd>галерея</kwd>
    <kwd>цифровые медиа</kwd>
    <kwd>транскодинг</kwd>
    <kwd>трансмедиа</kwd>
   </kwd-group>
   <kwd-group xml:lang="en">
    <kwd>Video Game</kwd>
    <kwd>Gallery</kwd>
    <kwd>Digital Media</kwd>
    <kwd>Transcoding</kwd>
    <kwd>Transmedia</kwd>
   </kwd-group>
  </article-meta>
 </front>
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