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16

ŇńŋŁŒŁ őŒŐŁŒňŸŒňʼnņő ʼnŎňŌŸŌňŎŊŎŃňŁő

Ş›ŷ űŜŨūŰŭ ŧŞŦ ŮŰŠŠŢũŢŜŭ. ŋŷũū ŚũŞŭ Ş›ŷ ůūŰŭ ŢŬŴůŤťŚũůŢŭ Ş›řũůŤŮŢ ŷůŦ Ť

›ŬřŪŤ ůūŰ ťŞũřůūŰ ůūŰ ŞũůŦ›řŨūŰ ůūŰ ›ŬūŧŞŨūŸŮŢ šŰŮűūŬŜŞ.

43

łŚşŞŦŞ, ůŞ ţŤůś—ŞůŞ ›ūŰ ŧŦũŤůū›ūŦŢŜ Ť ŲŬśŮŤ ŞŰůŹũ ůŴũ ŤŨŢŧůŬūũŦŧŹũ ›ŞŦ-

ŲũŦšŦŹũ ›ūŨŚ—ūŰ šŢũ ŮůŞ—ŞůūŸũ ŢšŹ. Œū ŠŢŠūũŷŭ ŷůŦ ū ŲŬśŮůŤŭ ťŞ ŧŨŤťŢŜ ũŞ

ŞũůޛŢŪŚŨťŢŦ ŮŢ ›ūŨŰŮŸũťŢůŢŭ šūŧŦ—ŞŮŜŢŭ ŮŢ řŠũŴŮůū-ŢŪŴůŦŧŷ ›Ŭūŭ ŞŰůŷũ

›ŢŬŦşřŨŨūũ ŧŞŦ ŞũťŬŹ›ūŰŭ, ŞŧūŨūŰťŹũůŞŭ ŷ—Ŵŭ ŮŰŠŧŢŧŬŦ—ŚũūŰŭ ŧŞũŷũŢŭ

ŧŞŦ ›ŬūŶ›ūťŚŮŢŦŭ ›ūŰ ŚŲūŰũ ťŚŮŢŦ ūŦ šŤ—ŦūŰŬŠūŜ ůūŰ ›ŞŦŲũŦšŦūŸ, ŢŜũŞŦ űŰŮŦŧŷ

ũŞ šŤ—ŦūŰŬŠūŸũ ›ūŨŨř ŢŬŴůś—ŞůŞ ŠŦŞ ůŤũ «Ţŧ›ŞŜšŢŰŮŤ» ůŴũ ŲŬŤŮůŹũ ŮŢ ŮŰ-

ŠŧŢŧŬŦ—ŚũŞ —ŞťŤŮŦŞŧř —ūũůŚŨŞ. ŃŦŞ ›ŞŬřšŢŦŠ—Ş, ū ŲŬśŮůŤŭ Ţŧ›ŞŦšŢŸŢůŞŦ ũŞ

ťŚůŢŦ ůŤ űŞũůŞŮŜŞ ŧŞŦ ůŦŭ šŢŪŦŷůŤůŚŭ ůūŰ ũŞ ŨŢŦůūŰŬŠśŮūŰũ —ŚŮŞ ŮŢ ŮŰŠŧŢŧŬŦ-

—ŚũŞ ›ŨŞŜŮŦŞ-ŧŞũŷũŢŭ ›ūŰ ŚŲūŰũ ťŢٛŜŮŢŦ ūŦ šŤ—ŦūŰŬŠūŜ ŧŞŦ ›ūŰ ŞŧūŨūŰťūŸ-

ũůŞŦ Ş›ŞŬŚŠŧŨŦůŞ Ş›ŷ ŷŨūŰŭ ůūŰŭ Ůۗ—ŢůŚŲūũůŢŭ. ŋŞťŞŜũŢŦ, šŤŨŞšś, ũŞ ŲŬŤ-

ŮŦ—ū›ūŦŢŜ ůŦŭ ŦŧŞũŷůŤůŚŭ ůūŰ ŠŦŞ ůŤũ ŢŪŷũůŴŮŤ ůūŰ řŨŨūŰ ŧŞŦ ůŤũ ޛŦşŜŴŮŤ ůŤ

šŦŧś ůūŰ ŞŨŨř ũŞ —Ťũ ŚŲŢŦ ūŸůŢ ŜŲũūŭ ŮŧŚųŤŭ ŠŸŬŴ Ş›ŷ ůŤũ ŚũũūŦŞ ůŤŭ šŦŞ-

›ŬŞŠ—řůŢŰŮŤŭ ŧŞŦ ůŞ ūűŚŨŤ ůŤŭ.

44

ń›Ŧ›ŬŷŮťŢůŞ, Ť šŰũŞůŷůŤůŞ ũŞ —řťŢŦ ū ŲŬś-

ŮůŤŭ Ş›ŷ ůū ›řťŤ—ř ůūŰ —ŚŮŴ ůŤŭ ޛŞũřŨŤųŤŭ, ŧŞťŹŭ ŮŢ ŞŰůūŸ ůūŰ ŢŜšūŰŭ ůŞ

›ŞŦŲũŜšŦŞ ŧŞũŢŜŭ šŢũ ›ŢťŞŜũŢŦ ›ŬŞŠ—ŞůŦŧř, ŮŢ ŮŰũřŬůŤŮŤ —Ţ ůŤũ ޛŦşŬřşŢŰ-

ŮŤ ůŴũ ŦŧŞũūůśůŴũ ůūŰ Ş›ŷ šŦŞšŦŧůŰŞŧūŸŭ «űŜŨūŰŭ» ŧŞŦ «ŢŲťŬūŸŭ», ŢŠŧŨŴşŜ-

ţŢŦ ůūũ ŲŬśŮůŤ ŮŢ ŮŧŚųŢŦŭ ŠŸŬŴ Ş›ŷ ůŤũ ŞŬůŦŷůŢŬŤ ŢŧůŚŨŢŮŤ ůŴũ ŧŞũŷũŴũ ›ūŰ

ŚŲūŰũ ůŢťŢŜ ŧŞŦ ŷŲŦ ŠŦŞ ůŤũ ›ūŦŷůŤůŞ ŞŰůŹũ.

45

ń›ŜŮŤŭ, Ť ŢŰŬŸůŞůŤ Ş›śŲŤŮŤ ůŴũ ŤŨŢŧůŬūũŦŧŹũ ›ŞŦŲũŦšŦŹũ ›ūŨŚ—ūŰ ŦšŦŞŜůŢŬŞ

ŮůŞ ũŢŞŬŷůŢŬŞ ŮŢ ŤŨŦŧŜŞ řůū—Ş, űŞũŢŬŹũŢŦ ›ŷŮū ŮŤ—ŞũůŦŧŷ ŬŷŨū —›ūŬŢŜ ũŞ

šŦŞšŬŞ—ŞůŜŮŢŦ ū ŧŞťūŬŦٗŷŭ ůūŰ ŢŲťŬūŸ-ŞũůŦ›řŨūŰ Ůůū ޛŜ›Ţšū ŧūŰŨůūŸŬŞŭ,

ŞũůŦŨśųŢŴũ ŧŞŦ Ůۗ›ŢŬŦűūŬřŭ ůŴũ ŲŬŤŮůŹũ-›ŞŦŧůŹũ ůūŰ ›ŞŦŲũŦšŦūŸ ŚũŞũůŦ

ůŤŭ ŮŰŠŧŢŧŬŦ—ŚũŤŭ ū—řšŞŭ ŞũťŬŹ›Ŵũ ś/ŧŞŦ ůŤŭ ŲŹŬŞŭ ůūŰŭ.

46

ńŪۛŞŧūŸŢůŞŦ

şŚşŞŦŞ ŷůŦ —ŚŮŴ ůŤŭ ›ūŨŦůŦŧśŭ ŞŰůśŭ ŧŞťŜŮůŞůŞŦ ›Ŧū ŢŸŧūŨŤ Ť Ş›ūŮůūŨś ůŤŭ

43. D. Gentile and C. Andersen, “Violent Video Games: The Newest Media Violence Hazard”

in D. Gentile (ed),

Media, Violence and Children

(Connecticut; Praeger, 2003)

44. Ľ›Ŵŭ ůūũŜţŢŦ ū Bogost, ůŞ ŤŨŢŧůŬūũŦŧř ›ŞŦŲũŜšŦŞ ŚŲūŰũ ŬŰť—ŦŮůŢŜ —Ţ ůŚůūŦū ůŬŷ›ū

ŹŮůŢ ūŦ ŲŬśŮůŢŭ ũŞ —Ťũ —›ūŬūŸũ ›ūůŚ ũŞ ŨřşūŰũ šŦŞűūŬŢůŦŧŚŭ šŬřŮŢŦŭ Ş›ŷ ŞŰůŚŭ ›ūŰ

ŚŲūŰũ ŧŞťūŬŜŮŢŦ ūŦ ŮŲŢšŦŞŮůŚŭ-šŤ—ŦūŰŬŠūŜ. őŢ ŧŞũŚũŞ ŤŨŢŧůŬūũŦŧŷ ›ŞŦŲũŜšŦ ›ūŨŚ—ūŰ,

ŠŦŞ ›ŞŬřšŢŦŠ—Ş, šŢũ ۛřŬŲŢŦ Ť šŰũŞůŷůŤůŞ ůŤŭ šŦŞ›ŬŞŠ—řůŢŰŮŤŭ. Ŏ ťřũŞůūŭ ůūŰ

ŞũůŦ›řŨūŰ ŢŜũŞŦ —ūũŷšŬū—ūŭ. I. Bogost,

Persuasive Games: The Expressive Power of Vid-

eogames

(Boston: MIT Press, 2010) ŮŢŨ.9

45. P. Crogan, “Gametime: History, Narrative and Temporality in Combat Flight Stimulator

2”, in J. Mark, P. Wolf and B. Perron (eds),

The Videogame Theory Reader

(New York:

Routledge, 2003)

46. P. Di Maggio, “Market Structure, the Creative Process and Popular Culture: Toward an

Organizational Reinterpretation of Mass Culture Theory” in L. Spillman (ed),

Cultural So-

ciology

(Malden, MA: Blackwell Publ., 2002) ŧŞŦ J. P. Gee,

Good Video Games and Good

Learning

(New York: Peter Lang, 2007)