Abstract

The beginning of the information age is associated with the intensive development of fundamentally new information technologies. On their basis, the screen culture is formed generating the formation and development of the virtual reality sphere. This artificially created space is a consequence of scientific progress, the result of technological innovations. Virtual reality is currently perceived as an integral part of social life, as a socio-cultural environment, as a living space of a person. In turn, the virtual environment affects the man himself. The impact of this sphere is one of the central moments in the profound transformations of the lifestyle and mentality of our contemporary. In this regard, there are complex problems associated with understanding the expansion of screen technology, with the paradox of the existence of artificial worlds. Virtual reality is becoming more and more widespread in various fields, including art, especially cinema, gaming and entertainment. Being an integral attribute of modern civilization, it has a contradictory, paradoxical character. It is marked by an anthropic principle, a variety of interpretations, and polarization of social assessments. The article considers its genetically mediated features, ontological, social, axiological and communication aspects. As a result of this analysis, conclusions are drawn about the emergence of new trends in social life and in art.

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