UDK 30 Теория и методы общественных наук
GRNTI 13.00 КУЛЬТУРА. КУЛЬТУРОЛОГИЯ
OKSO 51.00.00 Культуроведение и социокультурные проекты
BBK 7 КУЛЬТУРА. НАУКА. ПРОСВЕЩЕНИЕ
TBK 8 ГУМАНИТАРНЫЕ НАУКИ. РЕЛИГИЯ. ИСКУССТВО
BISAC ART ART
The Japanese gaming industry is an important part of the global gaming culture, not only at the present stage of its existence, but also in historical perspective. In the 1980s, it was Japanese video games that helped the industry to emerge from the crisis, largely re-creating the social institution itself. At the same time, already in the 1970s, Japan became a significant partner of the United States in the creation of new media. Arcade video games, which are a transitional link between arcade gaming machines and home video games proper, play an important role in this process. Using the method of topological analysis, it becomes possible to identify some significant elements of their historical formation, explain the features of the emerging ontology and draw certain boundaries between the new and old media regimes that replaced each other at the end of the 20th century. A descriptive analysis of the components of video game ontology shows that in the 1980s, Japanese arcade video games were organized by two significant trends. Firstly, there is a space that gravitates towards arcade games as such – such projects are characterized by the inclusion of a human player as an element that complements the game space. Secondly, new video games emerge that separate the human player from the player actor within the game space. Both games perceive the remaining components in roughly the same way: for them, the role of the screen as a rigid definition of the game space, local temporary agents, and non-intellectual game objects is important. Nevertheless, the second version of the player's agency creates a new terminal object, the game Space Invaders, which highlights the significance of the interaction of the spaces of possibilities of all game elements, forcing the player to communicate with the game world on an equal footing. As a result, it is precisely the arcade video games of Japan in the 1970s that become the first link in the formation of a video game topology that distinguishes them from the topology of previous game media.
Arcade Video Game, Japan, Topology, Media-Archeology
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