Abstract
Computer games, being an important component of the media world, have a significant impact on players in terms of the formation of behavioral models. In this regard, it is important to understand exactly what communication roles they form and what impact they have on users in terms of choosing communication strategies. The communicative role in the context of this work is considered as behavior demonstrated in a specific communicative situation (in our case, in the situation of the relationship between the player and the character). Based on the analysis of 42 popular computer games of various types (games of information, games of action and games of control), using historical-functional and comparative-typological methods, the dominant communicative roles and role models conveyed by the characters are studied. It is noted that at the present stage of development of computer games, standard communicative roles dominate over initiative ones, however, the development of computer games is moving in the direction of updating communicative roles of the second type. The latter is reinforced by the fact that the development of a fundamentally new type of games using artificial intelligence technologies demonstrates greater freedom for the player and character in choosing a communication strategy. This freedom manifests itself at all levels of relationships (player-character, player-player). The dependence of the dominance of role models on the types of computer games is established: in information games, controlling and conditionally friendly role models are more common, in action games - enemy role models, and in control games - controlling and friendly role models. The relationship between the degree of freedom of the player and the dominant role models is fixed: in games of the initiative type, friendly role models prevail over unfriendly ones.
Published Version
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