Video Games Representation in Animated Series for Children

 
PIIS013216250007454-2-1
DOI10.31857/S013216250007454-2
Publication type Article
Status Published
Authors
Occupation: Senior Research Fellow
Affiliation: Institute of Sociology FCTAS RAS
Address: Russian Federation, Moscow
Journal nameSotsiologicheskie issledovaniya
EditionIssue 11
Pages90-99
Abstract

Video games have long been part of our daily life. They are one of the popular hobbies bringing together millions of people around the world, a booming industry with a total of billion-dollars income, a subject of scientific studies by specialists from different fields of knowledge: philosophy, computer science, psychology, sociology, art history. The participants of other discourses – political, pedagogical, journalistic, etc. – take the similar interest for them as well. Mass and traditional media (cinema, literature) are also involved in video games discussion, and thus contribute to the constructing and broadcasting of related meanings and representations. Even animated series for pre-school and primary school-age children have not been immune to the topic. Considering the predominantly negative nature of the discussions circulating in the Russian public space, we decided to find out how exactly video games are presented in domestic cartoons. Do these representations correspond to reality, or are they a projection of social fears, typical of video game discourses focused on adults? 

Keywordssocial representations, animated series, video games, game studies, social fears
Received06.11.2019
Publication date02.12.2019
Number of characters31531
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