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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">socofpower</journal-id><journal-title-group><journal-title xml:lang="ru">Социология власти</journal-title><trans-title-group xml:lang="en"><trans-title>Sociology of Power</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0492</issn><issn pub-type="epub">2413-144X</issn><publisher><publisher-name>The Russian Presidential Academy of National Economy and Public Administration</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.22394/2074-0492-2020-3-32-52</article-id><article-id custom-type="elpub" pub-id-type="custom">socofpower-233</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>СТАТЬИ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>ARTICLES</subject></subj-group></article-categories><title-group><article-title>Анализ идеологического потенциала видеоигры с точки зрения теории аффордансов Джеймса Гибсона</article-title><trans-title-group xml:lang="en"><trans-title>AnAnalysis ofthe Ideological Potential ofVideoGames from the Point of View of James Gibson’s Theory of Af- fordances</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-0763-7525</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Мойжес</surname><given-names>Леонид В.</given-names></name><name name-style="western" xml:lang="en"><surname>Moyzhes</surname><given-names>Leonid V.</given-names></name></name-alternatives><bio xml:lang="ru"><p>специалист-религиовед</p></bio><bio xml:lang="en"><p>Specialist in Religious Studies</p></bio><email xlink:type="simple">Moyzhesl@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Институт бизнеса и дизайна<country>Россия</country></aff><aff xml:lang="en">Institute of Business and Design<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2020</year></pub-date><pub-date pub-type="epub"><day>24</day><month>07</month><year>2025</year></pub-date><volume>32</volume><issue>3</issue><fpage>32</fpage><lpage>52</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Мойжес Л.В., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Мойжес Л.В.</copyright-holder><copyright-holder xml:lang="en">Moyzhes L.V.</copyright-holder><license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://socofpower.ranepa.ru/jour/article/view/233">https://socofpower.ranepa.ru/jour/article/view/233</self-uri><abstract><p>Цель данной статьи - предложить метод анализа идеологического содержания видеоигр, которой позволил бы принимать во внимание субъектность игроков. Интерактивность медиума видеоигр уже много лет привлекает внимание исследователей, ставящих, в частности, вопрос о том, чтобы рассматривать, как это уникальное свойство служит трансляции тех или иных идеологий. Потенциал идеологического высказывания в играх рассматривал Богост, Фраска, Орсет и многие другие исследователи, стоявшие у истоков game studies. Видеоигры анализировались и как развитие старых форм медиа, распространяющих те или иные идеологии посредством сюжетов, визуального ряда и других традиционных средств, и как уникальные объекты, совершающие те или иные высказывания посредством правил. Данная статья включает в это обсуждение фигуру игрока, трансформирующего и осмысляющего игру на основании собственного культурного бэкграунда. Я использую теорию аффордансов Джеймса Гибсона, которая постулирует наличие возможностей интерпретации, потенциала присвоить игру той или иной идеологии в процессе конкретного прохождения. Игрок выступает, с одной стороны, потребителем контента, с другой - соавтором, который применяет предложенные видеоигрой инструменты, чтобы произвести то или иной высказывание, которое затем сам же и интерпретирует. Такой взгляд позволяет сбалансировать изучение игры в более широком культурном контексте с вниманием к конкретным игрокм, интерпретирующим и проходящим отдельные проекты. Это особенно актуально в свете возникновения большого количества игр, ставящих во главу угла свободу пользователя и не предлагающих ему никакого ясного сюжета или даже условий победы. Конкретные правила в подобных играх все равно несут следы тех или иных идеологических конструкций, к примеру капитализма или секулярности. Но отдельные игроки подрывают подобные интерпретации как на уровне прочтения игры как «текста», так и на уровне действий, полагающихся на интерактивность этого медиума.</p></abstract><trans-abstract xml:lang="en"><p>The purpose of this article is to propose a method for analyzing the ideological content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the question of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of game studies. Video games were analyzed both in the context of older media forms that promoted certain ideas through plots, visuals, and other traditional means, and as unique types of objects that can make statements through rules. I aim to introduce the player-as a subject who is able to transform and conceptualize the game based on their own cultural background - to this discussion. Using James Gibson's theory of affordances, I want to acknowledge the player's freedom of interpretation, the potential to assign one or another ideology to the game in each playthrough. On the one hand, the player acts as a consumer of content; on the other hand, they are a co-author who will use the tools offered by the video game to produce their own statements, to be interpreted independently. This leaves the final decision about the ideology of the game to the consumer; thus, game studies need an approach that allows the analysis of the ideological content of specific games. It is especially important in the light of more and more games prioritizing player freedom and not providing any clear plot or even victory conditions. Of course, research can still proclaim, and rightfully so, that the specific rules in such games bear traces of certain ideological systems - capitalism or secularism, for example. But individual players could undermine such interpretations both at the level of reading the game as a "text”, and at the level of interactive actions inspired by those readings.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>видеоигры</kwd><kwd>идеология</kwd><kwd>Джеймс Гибсон</kwd><kwd>Йэн Богост</kwd><kwd>репрезентация</kwd></kwd-group><kwd-group xml:lang="en"><kwd>video games</kwd><kwd>ideology</kwd><kwd>James Gibson</kwd><kwd>Ian Bogost</kwd><kwd>representation</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Кун Т. (2009) Структура научных революций, М.: АСТ.</mixed-citation><mixed-citation xml:lang="en">Кун Т. 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