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The Experience Created by the Social and Cultural Context Constructed by Video Games: A Digitization of Life and Death

Author

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  • Tulia Maria Casvean

    (PHD, University of Bucharest, 90, Panduri av., 5th District, Bucharest, Romania)

  • Vasile Hodorogea

    (PHD, University of Bucharest, 90, Panduri av., 5th District, Bucharest, Romania)

  • Ioan Emanuel Casvean

    (PHD, BabeÅŸ-Bolyai University, 1, M. Kogalniceanu st., Cluj-Napoca, Romania)

Abstract

Appling the Gadamer’s filter on video games, reveals that they support an intimate connection with real life, built on basic mimesis of simple and, at the same time, coherent and meticulous realities. Video games are not intrinsically real-world escapism but generate a concrete, contextualized life experience that is ultimately connected to social and material realities (Spiridon, 2013, pp. 64-65). Moreover, experiences gained through video games can contribute, same as television, cinema or novels do, to the creation of perceptions that influence the way people relate to various aspects of life. The pivot of this study focuses on the experience created by the social, cultural context, captured by video games, which allow players to make choices of "life and death". Such choices are even more important in the current pandemic context when some people seem not to clearly understand the potential consequences on their own protection or even own survival. The aim of the research is to open a path for a better understanding of how a video game appreciated by critics and very popular among players, especially during the pandemic (DayZ, produced by Bohemia Interactive in 2013) explores social, cultural issues that can create a favorable context for players to be better equipped for the reality of everyday life. The study will include, besides the analysis of the video game itself, wikis, and walkthroughs, the views of other researchers and professionals working in the video game industry.

Suggested Citation

  • Tulia Maria Casvean & Vasile Hodorogea & Ioan Emanuel Casvean, 2021. "The Experience Created by the Social and Cultural Context Constructed by Video Games: A Digitization of Life and Death," Journal for Social Media Inquiry, Editura Lumen, vol. 3(1), pages 19-31, July.
  • Handle: RePEc:lum:jsmijo:v:3:y:2021:i:1:p:19-31
    DOI: https://doi.org/10.18662/jsmi/3.1/14
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    References listed on IDEAS

    as
    1. Monica SPIRIDON, 2012. "Postmodernism Explained to Students," Revista Romana de Jurnalism si Comunicare - Romanian Journal of Journalism and Communication, University of Bucharest, Faculty of Journalism and Communication Studies – Universitatea din Bucuresti, Facultatea de Jurnalism si Stiintele Comunicarii, issue 1, pages 69-76.
    2. Heather L. O'Brien & Elaine G. Toms, 2008. "What is user engagement? A conceptual framework for defining user engagement with technology," Journal of the American Society for Information Science and Technology, Association for Information Science & Technology, vol. 59(6), pages 938-955, April.
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    More about this item

    Keywords

    video games; popular culture; expressive games; perma-death; mediated experience;
    All these keywords.

    JEL classification:

    • I12 - Health, Education, and Welfare - - Health - - - Health Behavior
    • I15 - Health, Education, and Welfare - - Health - - - Health and Economic Development
    • I18 - Health, Education, and Welfare - - Health - - - Government Policy; Regulation; Public Health

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