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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">10.22394/2074-0492-2020-3-242-266</article-id><article-id custom-type="elpub" pub-id-type="custom">socofpower-252</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>Труд и экологическая критика капитализма в видеоиграх на примере Stardew Valley</article-title><trans-title-group xml:lang="en"><trans-title>Labour and the Ecological Critique of Capitalism in Videogames: The Case of Stardew Valley</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-8375-4817</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Авагян</surname><given-names>Александр Р.</given-names></name><name name-style="western" xml:lang="en"><surname>Awagjan</surname><given-names>Alexander R.</given-names></name></name-alternatives><bio xml:lang="ru"><p> магистрант центра практической философии Stasis Европейского университета в Санкт-Петербурге</p></bio><bio xml:lang="en"><p>MA student at Stasis Centerfor Practical Philosophy atEU SP</p></bio><email xlink:type="simple">aawagjan@eu.spb.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-7653-6520</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Калугин</surname><given-names>Артем А.</given-names></name><name name-style="western" xml:lang="en"><surname>Kalugin</surname><given-names>Artem A.</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">arutemukarugin@gmail.com</email></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-1659-8030</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Кондрашов</surname><given-names>Павел Р.</given-names></name><name name-style="western" xml:lang="en"><surname>Kondrashov</surname><given-names>Pavel R.</given-names></name></name-alternatives><bio xml:lang="ru"><p>студент Hanze University of Applied Sciences, Communication and Multimedia design, major Game Design, Гронинген.</p></bio><email xlink:type="simple">thatthunderfool@gmail.com</email><xref ref-type="aff" rid="aff-3"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Европейский университет<country>Россия</country></aff><aff xml:lang="en">European University at St.Petersburg<country>Russian Federation</country></aff></aff-alternatives><aff-alternatives id="aff-2"><aff xml:lang="ru">Ганзейский университет прикладных наук<country>Нидерланды</country></aff><aff xml:lang="en">Hanze University of Applied Sciences,<country>Netherlands</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>242</fpage><lpage>266</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Авагян А.Р., Калугин А.А., Кондрашов П.Р., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Авагян А.Р., Калугин А.А., Кондрашов П.Р.</copyright-holder><copyright-holder xml:lang="en">Awagjan A.R., Kalugin A.A., Kondrashov P.R.</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/252">https://socofpower.ranepa.ru/jour/article/view/252</self-uri><abstract><p>В настоящей статье проводится анализ критического нарратива Stardew Valley и его сопоставление с другими видеоиграми для того, чтобы предложить новые возможности экологической критики. Критика в этой игре направлена в первую очередь против отчуждающего характера труда и уничтожающего окружающую среду способа производства современного капитализма. Мы анализируем два этих нарратива, соотнося непосредственные сообщения игры с ее процедурными механиками и материальными условиями. В данной игре обнаруживается материально-нарративный диссонанс, который остается внешним противоречием, так и не осознанным в качестве ее возможной коммуникативной стратегии. Хотя игра и может показаться излишне утопичной, а ее политическое воображение недостаточно развитым, она указывает вполне конкретные пути для преодоления отчуждения труда и экологического кризиса. Мы приходим к выводу, что в Stardew Valley преодоление проблем капитализма мыслится в терминах устойчивого сосуществования и безотходного локального производства, причем эта логика распространяется как на сферу вопросов труда, так и на спектр экологических проблем. Также в статье рассматривается история взаимодействия индустрии видеоигр и проблемного поля исследований глобального экологического кризиса. Приводится краткая история предшествующих Stardew Valley способов включения экологического кризиса в игровые механики, а также рефлексии играми собственной материальности. В случае экологической критики некоторые геймплейные решения Stardew Valley позволяют обнаружить новые стратегии для создания критических нарративов об окружающей среде в видеоиграх. Дополнив обнаруженные в этой игре стратегии находками из других игр, в первую очередь Rain World, мы можем собрать инструментарий для создания видеоигр об экосистемах. Следуя за Донной Харауэй в ее утверждении значимости фрейминга нарративов («важно, какие истории рассказывают истории»), мы выделяем некоторые новые возможности для видеоигр как медиума.</p></abstract><trans-abstract xml:lang="en"><p>In this paper we conduct an analysis of the critical narratives of Stardew Valley and compare them to other relevant videogames in order to develop new possibilities for an ecological critique of capitalist extractive economies. Critical narratives of this game are aimed primarily at the alienating conditions of labour and deeply devastating modes of production under capitalism that impact and severely damage the environment. Analysing these narratives, we superimpose the immediate messages of the game with the procedural rhetoric and material conditions of their existence. Over the course of our analysis, we highlight a material-narrative dissonance which, in the case of Stardew Valley, fails to function as a communicative strategy of the game and remains its mere external contradiction. Although the game's critical narrative may seem overly utopian and its political imaginary a bit underdeveloped, the game elaborates on concrete ways to tackle the alienation of labour and resolve the ecological crisis. In addition to this, the paper covers the history of the interplay between the video game industry and the field of global ecological crisis research. We compare the attempts to raise awareness of the videogames' own materiality that preceded Stardew Valley. We conclude that Stardew Valley utilises the language of sustainable co-existence and wasteless local production, expanding this logic both to the sphere of labour and the spectrum of environmental problems. In the case of ecological critique, some gameplay decisions in Stardew Valley enable us to come up with new strategies aimed at creating critical narratives about the environment in videogames. Thus supplementing Stardew Valley's findings with critical tropes derived from other games (mainly, Rain World), we were able to gather a set of theoretical instruments that could facilitate the creation of games about ecosystems. 244 Following Donna Haraway's emphasis on the crucial role of narrative framing ("it matters which stories tell stories"), we highlight new opportunities for the entire medium of videogames.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>критика капитализма</kwd><kwd>отчуждение труда</kwd><kwd>труд в видеоиграх</kwd><kwd>экологические нарративы в видеоигра</kwd><kwd>политическая экология</kwd><kwd>гуманитарные исследования окружающей среды</kwd></kwd-group><kwd-group xml:lang="en"><kwd>Critique of capitalism</kwd><kwd>alienation of labour</kwd><kwd>labour in videogames</kwd><kwd>eco-narratives in videogames</kwd><kwd>political ecology</kwd><kwd>environmental humanities</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">Абрахам Д. 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