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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">history</journal-id><journal-title-group><journal-title xml:lang="ru">ВЕСТНИК РГГУ. Серия «Литературоведение. Языкознание. Культурология»</journal-title><trans-title-group xml:lang="en"><trans-title>RSUH/RGGU Bulletin: “Literary Teory. Linguistics. Cultural Studies”, Series</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2073-6355</issn><publisher><publisher-name>RSUH</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.28995/2073-6355-2018-8-112-133</article-id><article-id custom-type="elpub" pub-id-type="custom">history-590</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ВИЗУАЛЬНЫЕ ИССЛЕДОВАНИЯ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>VISUAL STUDIES</subject></subj-group></article-categories><title-group><article-title>Интерактивность и интерпассивность геймеров в видеоигровых практиках</article-title><trans-title-group xml:lang="en"><trans-title>Interactivity and interpassivity of gamers in video game practices</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Подвальный</surname><given-names>Максим A.</given-names></name><name name-style="western" xml:lang="en"><surname>Podval’nyi</surname><given-names>Maksim A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>аспирант; </p><p>Москва, 125993, Миусская пл., д. 6 </p></bio><bio xml:lang="en"><p>postgraduate student; </p><p>bld. 6, Miusskaya sq., Moscow, 125993 </p></bio><email xlink:type="simple">dramaticallyabsurd@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Российский государственный гуманитарный университет</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Russian State University for the Humanities</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2018</year></pub-date><pub-date pub-type="epub"><day>18</day><month>02</month><year>2019</year></pub-date><volume>0</volume><issue>8</issue><fpage>112</fpage><lpage>133</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Подвальный М.A., 2019</copyright-statement><copyright-year>2019</copyright-year><copyright-holder xml:lang="ru">Подвальный М.A.</copyright-holder><copyright-holder xml:lang="en">Podval’nyi M.A.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://history.rsuh.ru/jour/article/view/590">https://history.rsuh.ru/jour/article/view/590</self-uri><abstract><p>Данная статья посвящена исследованию современных видеоигровых практик (idle games, achievement spam games, playbour), развившихся преимущественно в сегменте условно-бесплатных видеоигр. В течение последних нескольких лет развитие видеоигровой индустрии способствовало расширению границ таких понятий, как «видеоигра», «видеоигровая практика», вплоть до включения в их число объектов, на первый взгляд противоречащих традиционным представлениям о том, что есть игра. Яркими примерами здесь выступают видеоигры, «играющие сами в себя» и не нуждающиеся в активных действиях со стороны пользователя (idle games), а также видеоигры, осознанно ставящие перед пользователем безынтересные и трудоемкие задания с целью убедить его вносить дополнительную плату за то, чтобы игра выполнила их вместо него (fee-to-pay games, playbour). Чтобы дать объяснение этим феноменам, исследователи видеоигр обратились к концепции интерпассивности, разработанной Р. Пфаллером и С. Жижеком. Предложив рассматривать делегирование пассивности Другому (претерпевать нечто посредством Другого) наряду с делегированием активности (делать что-то посредством Другого) в качестве взаимодополняющих способов утверждения субъективности, Пфаллер и Жижек заложили основы языка описания для целого ряда практик, порожденных цифровой эпохой. Применив данную концепцию в своем анализе idlegames, С. Физек доказала ее применимость в рамках гуманитарных исследований видеоигр. Опираясь на работы Физек, в данной статье мы сделаем попытку применить концепцию интерпассивности для объяснения других современных видеоигровых практик.</p></abstract><trans-abstract xml:lang="en"><p>This paper is dedicated to modern video game practices (idle games, achievement spam games, playbour) developed primarily in the segment of free-to-play games. over the course of the last several years the development of the video game industry facilitated the expansion of such concepts as “video game” or “video game practice” to the point of including some objects that may seem to contradict the traditional views regarding what a game is. As Illustrative examples there are self-playing games that require little to no action from a user (idle games), and also video games that suggest deliberately non-engaging and laborious tasks to the users with an intention to give them an incentive to pay extra for having these tasks done by the game itself (fee-to-pay games, playbour). In order to give an explanation to the aforementioned phenomena, game scholars employed the concept of interpassivity developed by R. Pfaller and S. Žižek. By suggesting to regard the delegation of passivity to the other (suffering through the other) along with the delegation of activity (acting through the other) as mutually complement ways of constituting subjectivity Pfaller and Žižek established a language of description for an array of practices emerged during the digital era. By employing this concept in analyzing idlegames S. Fizek proved its applicability in the field of game studies. Based on her conclusions, in this paper we will make an attempt is made to employ the concept of interpassivity for explaining other modern video game practices.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>видеоигры</kwd><kwd>game studies</kwd><kwd>интерпассивность</kwd><kwd>интерактивность</kwd><kwd>делегированная игра</kwd><kwd>playbour</kwd><kwd>achievement spam games</kwd></kwd-group><kwd-group xml:lang="en"><kwd>video games</kwd><kwd>game studies</kwd><kwd>interactivity</kwd><kwd>interpassivity</kwd><kwd>delegated play</kwd><kwd>playbour</kwd><kwd>achievement spam games</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Molesworth M., Denegri-Knott J. The Pleasures and Practices of Virtualised Consumption in Digital Spaces [Электронный ресурс]. 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