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<article xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" dtd-version="1.4" article-type="research-article" xml:lang="en"><front><journal-meta><journal-title-group><journal-title xml:lang="ru">Вестник Волгоградского государственного университета. Серия 4: История. Регионоведение. Международные отношения</journal-title></journal-title-group><issn publication-format="print">1998-9938</issn><issn publication-format="electronic">2312-8704</issn></journal-meta><article-meta><article-id pub-id-type="doi">10.15688/jvolsu4.2024.1.3</article-id><article-categories><subj-group><subject>Other</subject></subj-group></article-categories><title-group><article-title xml:lang="ru">Отражение холодной войны в игре «Atomic Heart»</article-title><trans-title-group xml:lang="en"><trans-title>Reflecting the Cold War in “Atomic Heart”</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><name-alternatives><name xml:lang="ru"><surname>Белов</surname><given-names>Сергей Игоревич</given-names></name><name xml:lang="en"><surname>Belov</surname><given-names>Sergey I.</given-names></name></name-alternatives><xref ref-type="aff" rid="aff1"/><xref ref-type="aff" rid="aff2"/><email>belov2006s@yandex.ru</email><contrib-id contrib-id-type="orcid">0000-0002-1464-040X</contrib-id></contrib><aff-alternatives id="aff1"><aff xml:lang="en"><institution>Lomonosov Moscow State University (Moscow, Russian Federation)</institution></aff><aff xml:lang="ru"><institution>Московский государственный университет им. М.В. Ломоносова, (г. Москва, Российская Федерация)</institution></aff></aff-alternatives><aff-alternatives id="aff2"><aff xml:lang="en"><institution>Herzen University (Saint Petersburg, Russian Federation)</institution></aff><aff xml:lang="ru"><institution>Российский государственный педагогический университет им. А.И. Герцена (г. Санкт-Петербург, Российская Федерация)</institution></aff></aff-alternatives></contrib-group><pub-date pub-type="epub" iso-8601-date="2024-03-11"><day>11</day><month>03</month><year>2024</year></pub-date><volume>29</volume><issue>1</issue><fpage>26</fpage><lpage>33</lpage><history><date date-type="received" iso-8601-date="2023-06-26"><day>26</day><month>06</month><year>2023</year></date><date date-type="accepted" iso-8601-date="2023-11-18"><day>18</day><month>11</month><year>2023</year></date></history><permissions><license xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:title="CC BY 4.0"><ali:license_ref>https://creativecommons.org/licenses/by/4.0/</ali:license_ref><license-p xml:lang="ru">CC BY 4.0</license-p></license></permissions><abstract xml:lang="ru"><p>Введение. Представленное исследование посвящено изучению влияния артефактов символической политики США и СССР на позиционирование соответствующих общественно-политических си стем в современных видеоиграх. В статье изучается и анализируется содержание видеоигры «Atomic Heart» с точки зрения теории социальной памяти и символической политики. Материалы и методы. В статье был использован определенный методологический инструментарий для решения поставленных задач. В частно сти, были использованы методы case-study, а также элементы структурного и сравнительного анализа. Анализ. В качестве исследовательского кейса выбрана игра «Atomic Heart». Выбор кейса обусловлен высокой популярностью данной игры как внутри России, так и на международном уровне, а также привязкой сюжета к теме противостояния СССР и Соединенных Штатов после Второй мировой войны и наличием внутри игры широкой репрезентации символики этого конфликта (вплоть до воспроизводства реальных агитационных материалов). Исследуются, с одной стороны, способы репрезентации США в советской пропаганде и их интерпретация разработчиками видеоигр, а с другой – позиционирование Советского Союза гейм-дизайнерами и сценаристами при помощи эксплуатации образов и стереотипов восприятия, сформировавшихся в западной культуре в период холодной войны. Результаты. Автор приходит к выводу, что при формировании внутриигровой символики разработчики активно эксплуатировали ресурс советской эстетики, однако эмоциональное, смысловое и ценностное наполнение проекта определялось в первую очередь нарративами произведений западной массовой культуры, созданных в период холодной войны. Данное решение было продиктовано в первую очередь экономическими соображениями, поскольку как коммерческий продукт игра создавалась в расчете на получение основной прибыли на зарубежных рынках. Однако данное решение фактически способствовало реанимации функциональных качеств символического наследия холодной войны и использованию ее нарративов для коррекции представлений целевой аудитории о СССР и его роли в ходе противостояния двух блоков.</p></abstract><abstract xml:lang="en" abstract-type="summary"><p>Introduction. The present study is devoted to the study of the influence of artifacts of the symbolic politics of the USA and the USSR on the positioning of the respective socio-political systems in modern video games. The article includes the content of the “Atomic Heart” video game studies and analysis from the point of view of the theory of social memory and symbolic politics. Methods and materials. A certain number of methods were used to solve the actual tasks in the article. In particular, case-study methods and elements of structural and comparative analysis were used. Analysis. The game “Atomic Heart” was chosen as a research case. The choice of the case is due to the high popularity of this game both within Russia and internationally, as well as the connection of the plot to the topic of the confrontation between the USSR and the United States after World War II and the presence of a wide representation of the symbolism of this conflict inside the game (up to the reproduction of real campaign materials). On the one hand, the ways of representing the USA in Soviet propaganda and their interpretation by video game developers are studied. On the other hand, the positioning of the Soviet Union by game designers and screenwriters by exploiting the images and stereotypes of perception that were formed in Western culture during the Cold War is examined. Results. The author concludes that, when forming the in-game symbols, the developers actively exploited the resource of Soviet aesthetics; however, Cold War narratives in Western mass culture works played a significant role in shaping the project’s emotional, semantic, and value content. The main reason for this decision was most likely economic, as the game was created with the expectation of generating the main profit in foreign markets as a commercial product. However, this decision actually contributed to the resuscitation of the functional qualities of the symbolic legacy of the Cold War and the use of its narratives to correct the perceptions of the target audience about the USSR and its role in the confrontation between the two blocs.</p></abstract><kwd-group xml:lang="ru"><kwd>холодная война</kwd><kwd>США</kwd><kwd>СССР</kwd><kwd>«Atomic Heart»</kwd><kwd>образ врага</kwd></kwd-group><kwd-group xml:lang="en"><kwd>Cold War</kwd><kwd>USA</kwd><kwd>USSR</kwd><kwd>“Atomic Heart”</kwd><kwd>image of the enemy</kwd></kwd-group><funding-group><funding-statement xml:lang="ru">Исследование выполнено за счет гранта Рос- сийского научного фонда № 22-18-00305, https:// rscf.ru/project/22-18-00305/, «Образы врага в массо- вой культуре Холодной войны: содержание, совре- менная рецепция и использование в символической политике России и США», РГПУ им. А.И. Герцена.</funding-statement><funding-statement xml:lang="en">This work was supported by the Russian Science Foundation under Grant № 22-18-00305, https:// rscf.ru/en/project/22-18-00305/, “The images of enemy in Cold War popular culture: their content, contemporary reception and usage in Russian and U.S. symbolic politics”, Herzen University.</funding-statement></funding-group></article-meta></front><back><ref-list><ref id="ref1"><mixed-citation publication-type="other" xml:lang="ru">Ash J. Emerging Spatialities of the Screen: Video Games and the Reconfiguration of Spatial Awareness. Environment and Planning A, 2009, no. 41 (9), pp. 2105-2124.</mixed-citation></ref><ref id="ref2"><mixed-citation publication-type="other" xml:lang="ru">Assman Ja. Kulturnaja pamjat. Pismo, pamjat o proshlom i politicheskaja identichnost v vysokih kulturah drevnosti [Cultural Memory. Writing, Memory of the Past and Political Identity in the High Cultures of Antiquity]. 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