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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">politscience</journal-id><journal-title-group><journal-title xml:lang="ru">Политическая наука</journal-title><trans-title-group xml:lang="en"><trans-title>Political science</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">1998-1775</issn><publisher><publisher-name>ИНИОН РАН</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.31249/poln/2024.04.06</article-id><article-id custom-type="elpub" pub-id-type="custom">politscience-1091</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>РАКУРСЫ</subject></subj-group></article-categories><title-group><article-title>Недетские игры в песочнице: роль игрового контента в политической социализации школьников</article-title><trans-title-group xml:lang="en"><trans-title>Non-childish sandbox games: the role of game content in the political socialization of schoolchildren</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-8654-3337</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Асеева</surname><given-names>Т. А.</given-names></name><name name-style="western" xml:lang="en"><surname>Aseeva</surname><given-names>T. A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Асеева Татьяна Анатольевна, кандидат политических наук, доцент кафедры философии и политологии</p><p>Барнаул </p></bio><bio xml:lang="en"><p>Aseeva Tatyana A. </p><p>Barnaul </p></bio><email xlink:type="simple">tatulyasolar@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-1095-4038</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Асеев</surname><given-names>С. Ю.</given-names></name><name name-style="western" xml:lang="en"><surname>Aseev</surname><given-names>S. Yu.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Асеев Сергей Юрьевич, кандидат исторических наук, доцент кафедры философии и политологии</p><p>Барнаул </p></bio><bio xml:lang="en"><p>Aseev Sergey Yu.</p><p>Barnaul </p></bio><email xlink:type="simple">suass@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Алтайский государственный университет<country>Россия</country></aff><aff xml:lang="en">Altai State University<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>13</day><month>12</month><year>2024</year></pub-date><volume>0</volume><issue>4</issue><issue-title>Массовая культура и политика</issue-title><fpage>146</fpage><lpage>167</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Асеева Т.А., Асеев С.Ю., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Асеева Т.А., Асеев С.Ю.</copyright-holder><copyright-holder xml:lang="en">Aseeva T.A., Aseev S.Y.</copyright-holder><license 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://www.politnauka.ru/jour/article/view/1091">https://www.politnauka.ru/jour/article/view/1091</self-uri><abstract><p>Среди новых медиа, определяющих гибридный характер современной политической социализации, существуют практически скрытые от исследователей, но вместе с тем значимые формы коммуникации, обусловленные игровым пространством. Цель статьи – выявить политическое содержание компьютерных игр и связанного с ними контента и определить потенциал их влияния на политическую социализацию школьников подросткового возраста. В статье проанализированы сюжеты и игровые возможности компьютерных игр с целью выявления их социализирующего потенциала. Системный подход и анализ статистических данных позволили рассмотреть игровое пространство как совокупность разных форм коммуникаций: непосредственно сам игровой процесс; взаимодействие геймеров в процессе игры; обусловленные геймплеем стримы и летсплеи.Среди компьютерных игр выделено несколько групп. Критерием деления выступает предполагаемая игровым сюжетом глубина осмысления игроком политической реальности. К первой группе относятся игры, ориентированные на использование стереотипных образов и фокусирующихся на эмоциональной составляющей обыденного политического сознания. Такие игры могут носить деструктивный характер, определяя образы политического конкурента или врага. Вторая группа представлена играми, требующими углубленных знаний в различных сферах жизни общества, в том числе политической. Они расширяют возможности развития критического мышления, моделирования ситуации и принятия решений. К третьей группе отнесены игры, в которых игрок получает возможность самостоятельной проектной деятельности и социального взаимодействия.Игровое пространство способствует расширению опыта личного участия детей в решении «взрослых» социально-политических задач, а также обусловливает появление новых значимых других, что в традиционной системе политической социализации характерного только для вторичной социализации.Особое внимание уделено кейсу игры-песочницы Minecraft как платформе для безграничного моделирования и взаимодействия, а также возникающему вокруг нее контенту (стримам и летсплеям), транслирующему политическую информацию.</p></abstract><trans-abstract xml:lang="en"><p>Among the new media that determine the hybrid nature of modern political socialization, there are forms of communication practically hidden from the researchers, but at the same time significant and driven by play space. The purpose of the article is to identify the political content of computer games and related content and to determine the potential of their influence on the political socialization of adolescent schoolchildren.The stories of computer games are analyzed in order to identify their socializing potential. A systematic approach and analysis of statistical data made it possible to consider the game space as a set of different forms of communication: the game process itself, the interaction of gamers during the game, streams and let’s plays conditioned by gameplay.Among computer games, several groups can be distinguished. The criterion of division is the depth of the player’s understanding of political reality assumed by the game stories. The first group includes games oriented towards the use of stereotypical images and focusing on the emotional component of everyday political consciousness. Such games can be destructive in nature, shaping images of a political competitor or enemy. The second group is represented by games that require in-depth knowledge in various spheres of social life, including politics. They expand the possibilities of developing critical thinking, situation modeling and decision-making. The third group includes games with an unlimited сapabilities, in which the player gets the opportunity for independent project activities and social interaction.Game space contributes to the expansion of the children’s personal participation experience in solving “adult” socio-political tasks, as well as causes the emergence of new significant others, which was typical in the traditional system of political socialization only for secondary socialization.Particular attention is paid to the case of the Minecraft sandbox game, as a platform for limitless modeling and interaction, as well as the content emerging around it (streams and let’s plays) in which fundamental human values are incorporated.The results of the study reveal online niches where processes of political socialization take place.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>киберсоциализация</kwd><kwd>политическая социализация</kwd><kwd>компьютерные игры</kwd><kwd>школьники</kwd><kwd>новые медиа</kwd><kwd>инфлюенсеры</kwd><kwd>стрим</kwd><kwd>летсплей</kwd><kwd>Minecraft</kwd></kwd-group><kwd-group xml:lang="en"><kwd>cybersocialization</kwd><kwd>political socialization</kwd><kwd>computer games</kwd><kwd>schoolchildren</kwd><kwd>new media</kwd><kwd>influencers</kwd><kwd>stream</kwd><kwd>letsplay</kwd><kwd>Minecraft</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">Айсина Р.М., Нестерова А.А. 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