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  • Трансформация медиакультуры: пастиш, симулякры и ремедиация во франшизах «Одни из нас» и «Киберпанк 2077»
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September 18, 2026
When Pictures Hinder Understanding: Illustrations May Impede Learning of Abstract Ideas
Illustrations can help remember specific actions but do not always make abstract ideas easier to learn. Researchers from HSE University and Humboldt University compared how people learn from texts with different levels of abstractness. They found that participants remembered illustrations better and performed better on related tasks after reading a multimedia text about yoga asanas than after reading an abstract text about the Nash equilibrium. The findings could help improve the selection of illustrations for educational and informational materials. The study has been published in Learning and Instruction.
September 17, 2026
'I Wish That People Would Place Greater Trust in Science'
When Tatiana Eremicheva chose Fundamental and Computational Linguistics as her field of study, she thought it would be about learning languages. Instead, she discovered it was about helping people. In this interview for the HSE Young Scientists project, she discusses science as a way of understanding the world, billiards as a team-building activity, and why learning to read is not always as easy as it seems.
September 15, 2026
Immunity to Chaos: How Personal Resources Help Us Cope with the Challenges of a Turbulent World
International conflicts, crises and digital overload—the modern world puts our minds to the test every day. Traditional psychology often focuses on the consequences: anxiety, depression, and psychosomatic disorders. But what if we looked at the problem differently—through the lens of the resources that prevent us from breaking down? Psychological immunity is precisely this set of resources. Alena Zolotareva and her group, Psychological Immunity as a Resource for Positive Functioning, are developing an integrative model of this phenomenon, adapting diagnostic tools and preparing for large-scale empirical research. Why do psychologists need to collaborate with medical professionals, and how could their research transform preventive care in clinics and corporations?

 

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Трансформация медиакультуры: пастиш, симулякры и ремедиация во франшизах «Одни из нас» и «Киберпанк 2077»

Антиномии. 2023. № 3. С. 81–96.
Анисимов В. А.

The article attempts a critical philosophical analysis of the ways to reinvent the production of contemporary media culture on the example of two franchises, “The Last of Us” and “Cyberpunk 2077”. Modern media culture is a complex mechanism ensuring the transmission of various messages through the production and subsequent human consumption of media products. Douglas Kellner, following Jean Baudrillard, positions media culture as a spectacle for pleasure. In the digital space, media culture includes a number of mediums, such as video games, movies, music, etc. Since postmodernism is an integral part of modern capitalism, the production of media culture for profit involves the (re)invention of various media texts. Using philosophical vocabulary, the example of the franchises “The Last of Us” and “Cyberpunk 2077” show how such media culture products are created. Simulation, pastichization, and remediation become tools for the production of contemporary media text and thus refer to what has already been produced. The article presents an analysis of video games as a simulative space within the framework of the philosophical categories of Jean Baudrillard, Fredric Jameson, and Gilles Deleuze. The author also analyzes the genre component of franchises using the proposed by Fredric Jameson terminology of pastiche, and the developed by David Bolter and Richard Grusin concept of remediation. Within the “The Last of Us” franchise we can see that the transition from one medium to another, from a video game to a film, is an actively used way of copying media text. When such copying occurs, there is a loss of interactivity with the media text, which can negatively affect the consumer experience. In the “Cyberpunk 2077” franchise the same transition not only does not impair the consumer’s interaction with the media text but complements it by connecting the stories of two different mediums with each other. It is concluded that the analyzed franchises, having a similar base of production, diverge in terms of creativity, showcasing the potential approaches through which media culture products can undergo reimagining and reinvention.

Research target: Philosophy, Ethics, and Religious Studies Media and Communications
Language: Russian
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Keywords: медиакультурасимулякрсимуляциязомбипастишhorrorхорроркритический анализcritical analysissimulacrummedia cultureremediationремедиацияSimulationpastichecyberpunkzombieКиберпанк
Publication based on the results of:
Russia in the General World Order as a Problem of Intellectual Dialogue Between Russia and Europe (2023)
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