Abstract
The purpose of the study is to examine the pool of foreign virtual reality gaming products dedicated to representing events in Ukraine from 2014 to 2024 in order to identify political images and discursive practices embedded in virtual reality gaming products. In the course of the work, it was established that video games have become an important tool for shaping political discourse and constructing political images, while revealing a significant transformation in the representation of Ukraine: from not being represented as a subject in the 2000s to positioning as an independent state after 2014. Against the background of the fact that the global video game market is about 185 billion dollars with an audience of 2.5 billion people, and 66% of Russians play video games, it is especially important to note that most games are created not by Ukrainian, but by foreign developers, while the image of Russia has evolved from neutral to negative, and after 2022, most games allow you to participate only on the side of Ukraine or its Western allies. Based on the conducted research, recommendations for the development of the domestic gaming industry are proposed, including tax incentives, the creation of their own game distribution platforms, the development of game consoles and support for mobile games, which is necessary for the formation of an effective counter-discourse in the modern information space.
Published Version
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