Abstract

Purpose. The purpose of the study is to determine the place, meaning, perspectives of the computer game simulator “The Sims” in the cultural space of youth, supplemented by a new digital environment, and to establish the reasons for its 20-year success.
 Methodology. The main theoretical and methodological approaches to the review of a computer game are systemic and complex. The specifics of the study revealed the need for a cause-and-effect analysis of the studied phenomenon.
 Results. The sociocultural aspect of young people involvement in the computer game “The Sims” is primary. The esthetic aspect (graphics, technical characteristics, which have been getting better and worse over for 20 years) is secondary. Namely the experience of attempt “life situations”, building own world, relationships, yourself attracts young players. Gamers see the game as a unique philosophy and values, that they share with the creators of the game, which is a prerequisite for the emergence of a digital cultural community based on a particular game. Given the wide range of players and interest in computer games, it is important to study them in a cultural context, since psychological and other characteristics go by the wayside (a variety of people play computer games, which is not associated with any personal characteristics, for example, introversion, self-doubt).
 Practical implications. The results of the study can be applied in philosophy, cultural studies and pedagogy.

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