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Russian Computer Games and State Cultural Policy: Digitalization and Traditional Values

Journal: RUDN Journal of Political Science (Vol.27, No. 2)

Publication Date:

Authors : ;

Page : 214-226

Keywords : gamification; cultural policy; digital state; digital citizen; traditional values; folklore; digitalization; political culture;

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Abstract

In modern circumstances the interaction between the state and the citizen goes on within the new digital reality, and often contextualised through gamification. The relevance of the research stems from the ongoing transformation of all spheres of state policy under digitalization. Cultural policy is becoming one of the spheres that, on the one hand, acts as a conduit for certain state-promoted values, and on the other, remains deeply intertwined with customs, traditions, and public consciousness. The policy pursued in the Russian Federation to preserve spiritual and moral values, including within modern cultural initiatives, is becoming a springboard for the emergence of new projects, notably in the realm of computer games. It can be hypothesised then that, in this context, there not only are but also were the developments incorporating traditional motifs and values intrinsic to Russia culture. The aim of this article is to examine the key political and value-based narratives in the contemporary Russian gaming industry. The object of research comprises games developed in Russia. The subject includes such developments as “Chernaya Kniga” (The Black Book), “Smuta”, “Lizzards must die” (Rus vs. Lizards), and upcoming releases of “Gardariki”. The research method employed is critical discourse analysis. The main emphasis is placed on exploring motifs tied to folklore traditions and the value narratives.

Last modified: 2025-08-08 18:38:45