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

Tulia Maria Casvean (), Vasile Hodorogea () and Ioan Emanuel Casvean ()
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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

Journal for Social Media Inquiry, 2021, vol. 3, issue 1, 19-31

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.

Keywords: video games; popular culture; expressive games; perma-death; mediated experience (search for similar items in EconPapers)
JEL-codes: I12 I15 I18 (search for similar items in EconPapers)
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:lum:jsmijo:v:3:y:2021:i:1:p:19-31

DOI: 10.18662/jsmi/3.1/14

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