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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">10.22394/2074-0492-2020-3-74-90</article-id><article-id custom-type="elpub" pub-id-type="custom">socofpower-236</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>Рождение гетеролюдоглоссии из диссонанса языков компьютерных игр</article-title><trans-title-group xml:lang="en"><trans-title>The Birth of Heteroludoglossia from the Dissonant Languages of Videogames</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-5084-7355</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Майковски</surname><given-names>Томаш</given-names></name><name name-style="western" xml:lang="en"><surname>Majkowski</surname><given-names>Tomasz</given-names></name></name-alternatives><bio xml:lang="ru"><p>PhD, доцент факультета полонистики</p></bio><bio xml:lang="en"><p>PhD, Associate Professor at the Faculty of Polish Studies</p></bio><email xlink:type="simple">tzmajkowski@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Ягеллонский университет<country>Польша</country></aff><aff xml:lang="en">Jagiellonian University<country>Poland</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>74</fpage><lpage>90</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Майковски Т., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Майковски Т.</copyright-holder><copyright-holder xml:lang="en">Majkowski T.</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/236">https://socofpower.ranepa.ru/jour/article/view/236</self-uri><abstract><p>В данной работе концепция гетероглоссии, введенная М. Бахтиным, используется в качестве теоретической рамки для интерпретации внутренних напряжений, возникающих в современных цифровых играх. С целью создания данной теоретической рамки я предлагаю рассмотреть видеоигры как вид программного обеспечения, имеющий мультимодальный характер, т. е. аудиальные, визуальные, гаптиче-ские, пространственно-временные и системные элементы видеоигры находятся в постоянном взаимодействии. Чтобы в должной мере осмыслить вышеупомянутые напряжения, в журналистской критике обычно именуемые «людонарративным диссонансом», нам необходимо принять во внимание комплексную, мультимодальную структуру игры, посредством которой игра пытается дать своему миру описание с использованием культурно-обусловленных языков, при этом нередко стремясь сочетать несколько языков сразу. В результате этого сочетания рождается то, что я называю игровыми языками. Под ними я подразумеваю способы использования игровых компонентов для отражения специфики определенных нарративных жанров и для объяснения мира в согласии с теми или иными идеологическими установками. Довольно часто одна игра сочетает в себе несколько игровых языков, и их взаимоисключающие идеологические установки становятся источником напряжений и диссонансов. Чтобы проиллюстрировать данную идею, я проанализирую, как три основных игровых языка Uncharted 3 - язык приключенческого (авантюрного) повествования, язык героического повествования и язык традиционной видеоигры - конкурируют в попытках предоставить игроку описание вооруженного конфликта.</p></abstract><trans-abstract xml:lang="en"><p>This paper employs Mikhail Bakhtin's concept of heteroglossia as a framework to interpret internal tensions within contemporary digital games. To that end, I propose to acknowledge the multimodal character of entertainment software, with audial, visual, haptic, spatiotemporal and systemic elements of a game in constant interaction. But to properly understand said tensions - frequently dubbed "dissonance" in game criticism - it is important to acknowledge the complex multimodal structure of games that attempt to utilize culturally-rooted ways to describe the world, sometimes trying to combine several such ways at once. As a result, ,game-languages' are born: ways to utilize all game components to cover the specificity of certain narrative genres, to explain the nature of the world in terms consistent with its ideological stance. Quite often, one game combines several game-languages, and their mutually exclusive ideologies are a source of tension and dissonance. To illustrate the issue, I describe how three primary game-languages of Uncharted 3 - the language of Adventure, the language of Heroics, and the language of the Traditional Game - compete to describe an armed conflict to the player.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>теория литературы</kwd><kwd>теория видеоигр</kwd><kwd>диалогизм</kwd><kwd>гетероглоссия</kwd><kwd>Uncharted</kwd></kwd-group><kwd-group xml:lang="en"><kwd>literary theory</kwd><kwd>game studies</kwd><kwd>dialogism</kwd><kwd>heteroglossia</kwd><kwd>Uncharted</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">Annandale D. (2006) The Subversive Carnival of Grand Theft Auto: San Andreas. N. Garrelts (ed.) The Meaning and Culture of Grand Theft Auto: 88-103.</mixed-citation><mixed-citation xml:lang="en">Annandale D. (2006) The Subversive Carnival of Grand Theft Auto: San Andreas. N. Garrelts (ed.) 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