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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">111368</article-id>
   <article-id pub-id-type="doi">10.31804/2782-4926-2025-4-4-69-79</article-id>
   <article-categories>
    <subj-group subj-group-type="toc-heading" xml:lang="ru">
     <subject>Аудиовизуальные искусства</subject>
    </subj-group>
    <subj-group subj-group-type="toc-heading" xml:lang="en">
     <subject>Audiovisual arts</subject>
    </subj-group>
    <subj-group>
     <subject>Аудиовизуальные искусства</subject>
    </subj-group>
   </article-categories>
   <title-group>
    <article-title xml:lang="en">MATERIAL WITHOUT MATERIALITY: EXPERIMENTAL VIDEO GAMES AS MEDIA ART ARTISTIC PRACTICE</article-title>
    <trans-title-group xml:lang="ru">
     <trans-title>МАТЕРИАЛ БЕЗ МАТЕРИАЛЬНОСТИ: ЭКСПЕРИМЕНТАЛЬНЫЕ ВИДЕОИГРЫ КАК ХУДОЖЕСТВЕННАЯ ПРАКТИКА МЕДИАИСКУССТВА</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="2025-12-30T20:08:17+03:00">
    <day>30</day>
    <month>12</month>
    <year>2025</year>
   </pub-date>
   <pub-date publication-format="electronic" date-type="pub" iso-8601-date="2025-12-30T20:08:17+03:00">
    <day>30</day>
    <month>12</month>
    <year>2025</year>
   </pub-date>
   <volume>4</volume>
   <issue>4</issue>
   <fpage>69</fpage>
   <lpage>79</lpage>
   <history>
    <date date-type="received" iso-8601-date="2025-12-30T00:00:00+03:00">
     <day>30</day>
     <month>12</month>
     <year>2025</year>
    </date>
   </history>
   <self-uri xlink:href="https://asiaetother-journal.ru/en/nauka/article/111368/view">https://asiaetother-journal.ru/en/nauka/article/111368/view</self-uri>
   <abstract xml:lang="ru">
    <p>Современные исследования видеоигр тесно связаны с проблемами определения характера игры как новой эстетической практики. Развитие экспериментальных видеоигр связано не только с их внутренним устройством, которое способствует их включению в область художественных практик, но и с внешним контекстом, который определяет характер этого включения. Анализ ряда видеоигровых проектов, вышедших в 2000-е годы, позволяет определить несколько устойчивых вариантов дискурсов, растворяющих материальность видеоигры. Первым таким дискурсом становится проблема встраивания видеоигр в академическое пространство, для которого игра превращается в способ практического осуществления теоретических концептов. Вторым дискурсивным пространством является область различения коммерческих и некоммерческих проектов, по отношению к которому художественность видеоигры является способом стирания границы между массовой и узкой аудиторией. Третий вариант дискурса связан с особым вариантом отношения между разработчиком и аудиторией, которое позволяет игре превратиться в мистическое и неопределённое пространство, чья репрезентация связана с принципиально размытой материальностью, создающей восприятие игры как художественной практики.</p>
   </abstract>
   <trans-abstract xml:lang="en">
    <p>Contemporary video game studies are closely linked to the problem of defining the nature of the game as a new aesthetic practice. The development of experimental video games is linked not only to their internal structure, which facilitates their inclusion in the realm of artistic practice, but also to the external context, which determines the nature of this inclusion. An analysis of several video game projects released in the 2000s allows us to identify several persistent variants of discourses that dissolve the materiality of video games. The first such discourse concerns the problem of integrating video games into the academic space, for which games are transformed into a means of practically implementing theoretical concepts. The second discursive space is the area of distinguishing commercial and non-commercial projects, in relation to which the artistry of video games is a means of erasing the boundary between mass and specialized audiences. The third variant of discourse is associated with a special version of the relationship between developer and audience, which allows the game to transform into a mystical and indeterminate space, whose representation is linked to a fundamentally blurred materiality, creating the perception of the game as an artistic practice.</p>
   </trans-abstract>
   <kwd-group xml:lang="ru">
    <kwd>Экспериментальный геймдизайн</kwd>
    <kwd>медиаискусство</kwd>
    <kwd>«Flower»</kwd>
    <kwd>«Dear Esther»</kwd>
    <kwd>«Тук-тук-тук»</kwd>
   </kwd-group>
   <kwd-group xml:lang="en">
    <kwd>Experimental Game Design</kwd>
    <kwd>Media Art</kwd>
    <kwd>&quot;Flower</kwd>
    <kwd>&quot; &quot;Dear Esther</kwd>
    <kwd>&quot; &quot;Knock Knock&quot;</kwd>
   </kwd-group>
  </article-meta>
 </front>
 <body>
  <p></p>
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