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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">126829</article-id>
   <article-id pub-id-type="doi">10.31804/2782-4926-2026-5-2-31-48</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">MYCOLOGICAL ELEMENTS IN VIDEO GAMES: THE PORTRAYAL OF MYCOPHILIC AND MYCOPHOBIC THEMES IN CONTEMPORARY CULTURE</article-title>
    <trans-title-group xml:lang="ru">
     <trans-title>МИКОЛОГИЧЕСКИЕ МОТИВЫ В ВИДЕОИГРАХ: РЕПРЕЗЕНТАЦИЯ МИКОФИЛИИ И МИКОФОБИИ В СОВРЕМЕННОЙ КУЛЬТУРЕ</trans-title>
    </trans-title-group>
   </title-group>
   <contrib-group content-type="authors">
    <contrib contrib-type="author">
     <name-alternatives>
      <name xml:lang="ru">
       <surname>Копцева</surname>
       <given-names>Мария Сергеевна</given-names>
      </name>
      <name xml:lang="en">
       <surname>Kopceva</surname>
       <given-names>Mariya Sergeevna</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>
     <city>Красноярск</city>
     <country>Россия</country>
    </aff>
    <aff>
     <institution xml:lang="en">Siberian Federal University</institution>
     <city>Krasnoyarsk</city>
     <country>Russian Federation</country>
    </aff>
   </aff-alternatives>
   <pub-date publication-format="print" date-type="pub" iso-8601-date="2026-06-30T20:40:56+03:00">
    <day>30</day>
    <month>06</month>
    <year>2026</year>
   </pub-date>
   <pub-date publication-format="electronic" date-type="pub" iso-8601-date="2026-06-30T20:40:56+03:00">
    <day>30</day>
    <month>06</month>
    <year>2026</year>
   </pub-date>
   <volume>5</volume>
   <issue>2</issue>
   <fpage>31</fpage>
   <lpage>48</lpage>
   <history>
    <date date-type="received" iso-8601-date="2026-06-30T00:00:00+03:00">
     <day>30</day>
     <month>06</month>
     <year>2026</year>
    </date>
   </history>
   <self-uri xlink:href="https://asiaetother-journal.ru/en/nauka/article/126829/view">https://asiaetother-journal.ru/en/nauka/article/126829/view</self-uri>
   <abstract xml:lang="ru">
    <p>В статье рассматриваются микологические мотивы в видеоиграх конца XX-начала XXI века в контексте репрезентации категорий микофилии и микофобии. На основе структурно-типологического и семиотического анализа выделяются пять основных типов репрезентации грибов в видеоиграх: гриб как ресурс, гриб как экосистема, гриб как маркер фантастического, гриб как лиминальное существо и гриб как агент заражения. Данные типы рассматриваются в континууме «микофилия-микоамбивалентность-микофобия» и коррелируют с архаическими этномикологическими представлениями, зафиксированными в работах В.П. и Р.Г. Уоссонов, В.Н. Топорова и К. Леви-Стросса. Видеоигры становятся главным медиатором в адаптации классических микологических нарративов в современном медиаискусстве, и позволяют репрезентировать типы микологических мотивов через ряд визуальных и интерактивных характеристик. Автор приходит к выводу о роли видеоигр в трансляции культурных кодов.</p>
   </abstract>
   <trans-abstract xml:lang="en">
    <p>The article examines the use of mycological elements in video games from the late 20th and early 21st centuries in the context of how they represent the categories of mycophilia (love of mushrooms) and mycophobia (fear of mushrooms). Based on a structural, typological, and semiotic analysis, the article identifies five main types of representations of mushrooms in video games: mushrooms as a resource, mushrooms as part of an ecosystem, mushrooms as markers of the fantastic, mushrooms as liminal creatures, and mushrooms as agents of infection. These representations are considered within the continuum of “mycophilia, mycoambivalence, and mycophobia” and correlate with archaic ethnomycological concepts documented in the works of Wasson, Toporov, and Levi-Strauss. Video games are acting as the primary medium for the adaptation of classic mycological narratives into modern media art and allow for the representation of these mycological themes through a variety of visual and interactive features.</p>
   </trans-abstract>
   <kwd-group xml:lang="ru">
    <kwd>микологические мотивы</kwd>
    <kwd>видеоигры</kwd>
    <kwd>микофилия</kwd>
    <kwd>микофобия</kwd>
    <kwd>этномикология</kwd>
    <kwd>гриб как культурный код</kwd>
    <kwd>лиминальность</kwd>
   </kwd-group>
   <kwd-group xml:lang="en">
    <kwd>mycological motifs</kwd>
    <kwd>video games</kwd>
    <kwd>mycophilia</kwd>
    <kwd>mycophobia</kwd>
    <kwd>ethnomycology</kwd>
    <kwd>mushroom as cultural code</kwd>
    <kwd>liminality</kwd>
   </kwd-group>
  </article-meta>
 </front>
 <body>
  <p></p>
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