Abstract

The article explores the possibilities and prospects of using an audio visualized (multimedia) text, which, according to the author, is the phenomenon of a computer game (in particular, the genre of global strategy) to represent the historical process in the form of its simulation. The study aims to identify the possibilities and limitations of demonstrating elements of world-system analysis in the space of the game universe of global historical strategies. The goals are: 1) to analyze key aspects of virtualized game simulation in the form of global strategy; 2) to systematize characteristic features of the combination of scientific and subjective factors in game simulation; 3) to identify the influence of the cultural factor on creating virtual worlds in games; 4) to conduct case-studies considering games through the prism of the theoretical framework of game simulation. The study employs the historical-genetic method and discourse analysis. Axiological and anthropological approaches are used to find sociocultural specificities of game simulations by investigating their value orientations and practices in the game and in the community of gamers. The study specifies features of variable modelling on the example of game universes of Civilization, Crusader Kings, Europa Universalis etc. The results of the study include the analysis of 1) history reconstruction in global game strategies from the point of view of philosophy of culture; 2) game mechanics reflecting their creators’ and gamers’ personal features; 3) creating cultural landscape in global simulation games. The author suggests that modern global strategies is not only a kind of virtual entertainment and cybertext, but also a means of reliving the historical narrative when mass consciousness can explore alternative history. This approach makes way for spreading historical knowledge via historical simulation.

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