Коммуникативные приемы вовлечения аудитории игровых проектов жанра MMORPG со свободной формой распространения.
The article is devoted to a story happened to one of the most awaited videogames over the last years called ‘No Man’s Sky’. The videogame has been developed for five years and during all this time it has been surrounded by hype and media frenzy that produced high expectations. The game was expected to be a breakthrough in the game industry, however when the game was released it received low assessments by the game industry media and negative reviews of the gamers. The developers were accused of not providing the options they showed in trailers. Based on theoretical resources of the platform studies and a notion of demonstration, the authors try to figure out why the game failed. The analysis of trailers and the YouTube users’ comments show that the game failed not as a consequence of direct lies by developers but due to understatement and non-informative character of the game demonstrations which led to various interpretations according to the work of imagination. This is also caused by the barriers that the forms of video game-play demonstrations have as they do not convey true game-playing experiences. On the other hand, the ‘No Man’s Sky’ failure is due to some YouTube specifics being a platform which lets the audience to participate in the creation of something of a ‘media version’ of ‘No Man’s Sky’ reality. The ‘media version’ outperformed the game itself in its grandiosity and scale. The problem was that the developers did not limit the growth of the ‘media version’, and it ended in game failure. Thus, one may talk of a multiple character of modern cultural objects with users participating in their creation.
The article is devoted to the problem of co-use of video games by children and their parents. The object of our investigation are father’s strategies of mediation of children video gaming within culture-historical approach and activity theory ( L.S. Vygotsky, A.N. Leontiev, P.Ya. Galperin). Despite some authors regard fathers as main protagonists of media use among family members, their role in co-use of video games still requires more through exploration. We assumed that family structure and relative position of father in it affect the strategies of mediation of children’s video gaming activities. 30 fatherchild dyads were chosen for in-depth interviewing. To evaluate father’s position within family structure we developed and used a graphic method “Family Model”. Collected data allowed to map out three groups of fathers and corresponding strategies of mediation of video gaming.
The results of research of different areas of personality of homeless men: values, life attitudes, activity, homelessness area is presents. The data indicate the presence of a number of characteristics inherent in varying degrees all homeless people. The data obtained can be used to build an effective program of psychological re-socialization of homeless people.
In 2006, Russia amended its competition law and added the concepts of ‘collective dominance’ and its abuse. This was seen as an attempt to address the common problem of ‘conscious parallelism’ among firms in concentrated industries. Critics feared that the enforcement of this provision would become tantamount to government regulation of prices. In this paper we examine the enforcement experience to date, looking especially closely at sanctions imposed on firms in the oil industry. Some difficulties and complications experienced in enforcement are analysed, and some alternative strategies for addressing anticompetitive behaviour in concentrated industries discussed.
This article is talking about state management and cultural policy, their nature and content in term of the new tendency - development of postindustrial society. It mentioned here, that at the moment cultural policy is the base of regional political activity and that regions can get strong competitive advantage if they are able to implement cultural policy successfully. All these trends can produce elements of new economic development.