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УДК: 004.923 DOI:10.33920/nik-01-2107-01

Character building and education in the historical context of the virtual world of computer games

Murzaev I.O. Sevastopol State University., 33 Universitetskaya St., Sevastopol, Republic of Crimea, 299053, Russia, E-mail: murfeo@mail.ru, ORCID: 0000-0002-1627-8838
Panishchev A.L. Slavic Greek Latin Academy 20 Radio St., Moscow, 105005, Russia, E-mail: Alexeipl1980@mail.ru, ORCID: 0000-0003-4327-1225

This paper concentrates on computer games as a means of character building and education. It emphasizes that computer games are firmly embedded in the everyday culture of modern society while carrying some threats. However, computer games also have some positive opportunities reasonable to incorporate into educational programs. In a sense, a computer game is compared to a book that makes a person accustom to it and experience its content. Of course, we admit that we cannot equal a computer game and a book, therefore such a comparison is conditional. Visualization of a computer game can transmit information in a form that is inaccessible to a text or a speech. If computer games are not studied in terms of pedagogics, their strong points seem to remain unclaimed and the whole essence of games will be narrowed down to entertainment.

Литература:

1. Bogacheva N.V. (2014) Computer games and psychological specifics of the cognitive sphere of gamers. In.: Vestnik Moskovskogo universiteta. Psixologicheskie nauki. [Bulletin of the Moscow University. Psychological Sciences]. No. 4 : 120-130. (In Russ.)

2. Veklenko P.V. (2019) Modern ontology: interface and reality. In.: Nauchny`j vestnik Omskoj akademii MVD Rossii. [Scientific Bulletin of the Omsk Academy of the Ministry of internal Affairs of Russia]. № 2 (73) : 67-72. (In Russ.)

3. Erogova I.S. (2016) Computer games in training. In.: [Bulletin of science and creativity]. No. 9 : 17-22. (In Russ.)

4. Panishchev A.L. (2017) The phenomenon of the city as part of the religious culture of Ancient Greece. In.: Voprosy` kul`turologii. [Questions of cultural studies]. No. 5-6 : 58-63. (In Russ.)

5. Khvorostiv D.A. (2015) Traditions and innovations in modern teaching of design. In.: Vestnik Omskogo gosudarstvennogo pedagogicheskogo universiteta. Gumanitarny`e issledovaniya. [Bulletin of Omsk state pedagogical University. Humanitarian research]. № 4(8): 105-109. (In Russ.)

Received on November 23, 2020

The development of information and computer technology rather quickly went beyond scientific research and reached gaming entertainment, becoming a large independent industry. Not without reason, the question of the place of computer games in the education system was raised.

Many articles on various topics are devoted to video games, but in most cases, they are primarily aimed at identifying the negative aspects of games, rather than their positive qualities.

In particular, this is true for Runet (Russian Internet segment) that more often offers articles on the negative impact of games on the younger generation and the results of this influence exposed to readers in the first place.

Admittedly, nowadays, there are lots of games filled with examples of addictive behaviour, but there are many games that prove otherwise. The negative impact of such games on the human psyche is obvious and requires examination less in the scientific field as in legal and criminal systems.

This paper focuses on the positive aspects of games and, accordingly, on the games the use of which in the educational process is constructive and practical. No matter how society criticizes games, they are spreading widely and intensively [3]. Therefore, this paper was aimed to direct the development of computer games in the course of promoting the spiritual and intellectual development of a person. Therefore, the purpose of the study is to detect the educational potential of computer games.

The objective advantages of computer games include the possibility of visualizing certain cultural and historical eras and demonstration of virtual models of buildings, technical objects, natural and architectural landscapes. Regarding their platform diversity, video games are a widespread and well-known phenomenon. If in Russia video games became widespread at the beginning of the 21st century, in the Western world, including the USA, games were considered as back as in the 1970s. No textbook or speech can convey what is transmitted through a computer game. For example, "War Thunder" and "World of Warships (Tanks/Planes)" series of client games present the most objective visualization of the military equipment of the participating countries during various periods, which can be used at history lessons when studying naval or land battles in the Second World War. Let us emphasize that we are not talking about displaying the performance characteristics of ships (they are conditional in the game), but about a detailed transfer of their appearance. Nevertheless, this kind of combat simulator can better inform the player about a particular project and show the appearance of a certain tank, plane or ship, but the educational capabilities of such games are not obvious.

Для Цитирования:
Murzaev I.O., Panishchev A.L., Character building and education in the historical context of the virtual world of computer games. Вопросы культурологии. 2021;7.
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