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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">10.22394/2074-0492-2020-3-142-164</article-id><article-id custom-type="elpub" pub-id-type="custom">socofpower-243</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>Death Stranding, Гоббс и проблема социального порядка: куда (и как) нести Суверена?</article-title><trans-title-group xml:lang="en"><trans-title>Death Stranding, Hobbes and the Problem of Social Order: Where (and How) Should we Haul the Sover- eign?</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-1674-9310</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Козлов</surname><given-names>Степан В.</given-names></name><name name-style="western" xml:lang="en"><surname>Kozlov</surname><given-names>Stepan V.</given-names></name></name-alternatives><bio xml:lang="ru"><p>независимый исследователь</p></bio><bio xml:lang="en"><p>Independent Researcher</p></bio><email xlink:type="simple">ste.kozlov@gmail.com</email></contrib></contrib-group><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>142</fpage><lpage>164</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Козлов С.В., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Козлов С.В.</copyright-holder><copyright-holder xml:lang="en">Kozlov S.V.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" 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/243">https://socofpower.ranepa.ru/jour/article/view/243</self-uri><abstract><p>В этой статье я пытаюсь описать концептуализацию социального порядка, имплицитно существующую в Death Stranding и локализованную как в сеттинге, так и в механиках игры, и сравнить ее с концептуализацией «Левиафана» Томаса Гоббса. Последовательно совершается ряд шагов. Во-первых, прослеживается теоретическое напряжение между Death Stranding и гоббсовским «Левиафаном»: спекулятивная концептуализация социального порядка «Левиафана» и процедурная концептуализация Death Stranding сравниваются с помощью прояснения роли, которую понятия действия, авторизации, права и суверенности играют в теории Гоббса, а благодаря теоретической гомологии - в видеоигре. Во-вторых, эксплицируется теоретическое напряжение между политической и естественной способностями Суверена по Гоббсу, с помощью материала Death Stranding предлагается вариант его разрешения, предполагающий концептуализацию Суверена-без-тела: инстанции, лишенной физической способности и материальности и вместе с тем способной на поддержание социального порядка как продукта собственной активности. Затем внимание уделяется механикам расширения государства в Death Stranding. Я описываю и анализирую, как посланник Суверена-без-тела - главный герой видеоигры - взаимодействует с людьми, которые находятся вне зоны влияния Суверена, убеждая их дать согласие на возвращение в гражданское состояние. Это теоретическое движение позволяет дополнить бинарную схему естественного и гражданского состояния Гоббса третьим концептом - состоянием памяти, в котором память о Суверене оказывается решающим фактором, влияющим на то, будет ли гражданское состояние восстановлено в прежних границах. Путем экспликации гоббсовской теории воображения я демонстрирую, что в состоянии памяти Суверен оказывается контингентен, не до конца определен и виртуален. В статье присутствует практически недопустимое количество спойлеров.</p></abstract><trans-abstract xml:lang="en"><p>In this article I describe the implicit conceptualization of social order which exists in Death Stranding - localized in both the setting and the mechanics of the game - and compare it with the conceptualization of Thomas Hobbes's "Leviathan". First, the theoretical tension between Death Stranding and "Leviathan” is traced: the speculative conceptualization of the Leviathan and the procedural conceptualization of Death Stranding are compared by clarifying the role that the concepts of action, authorization, right and sovereignty play in Hobbesian theory and the video game. Secondly, the theoretical tension between the political and natural capacities of the Sovereign according to Hobbes is explicated; with the help of material from Death Stranding, a variant of its resolution is proposed, suggesting the conceptualization of the Sovereign-without-a-body: an instance devoid of physical capacity and materiality, yet still capable of maintaining social order as a product of its activity. Subsequently, attention is paid to the mechanics of state expansion in Death Stranding: I describe and analyze how the Sovereign-without-a-body's messenger - the protagonist of the video game - interacts with people outside the Sovereign's zone of influence, convincing them to consent to return to the commonwealth. This theoretical move makes it possible to supplement Hobbes's binary scheme of the state of nature and commonwealth with a third concept - the state of memory, in which the memory of the Sovereign turns out to be a decisive factor influencing whether the commonwealth will be restored to its former boundaries. By explicating the Hobbesian theory of imagination, I demonstrate that - in the state of memory - the Sovereign is contingent, not fully defined, and virtual.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>Гоббс</kwd><kwd>Death Stranding</kwd><kwd>авторизация</kwd><kwd>Суверен</kwd><kwd>естественная способность</kwd><kwd>политическая способность</kwd><kwd>социальный порядок</kwd></kwd-group><kwd-group xml:lang="en"><kwd>Hobbes</kwd><kwd>Death Stranding</kwd><kwd>authorization</kwd><kwd>Sovereign</kwd><kwd>natural capacity</kwd><kwd>political capacity</kwd><kwd>social order</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">Бурдье П. (2016) О государстве: курс лекций е Коллеж де Франс (1989-1992), М.: ИД "Дело".</mixed-citation><mixed-citation xml:lang="en">Бурдье П. 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