junio 25, 2026

Mundo Noticioso

Noticias, Deportes y Más.

When you turn off the monitor

In this article, I would like to speculate about the interesting experience that can be obtained in computer games (and other media, but in the field of games this is more pronounced), but it is almost impossible to get in reality. And about the influence of this experience, which goes far beyond the limits of virtual reality and directly affects the real world. And I will start my story from afar ..

Part I about the reality of game experience

Among people there are those who have been immersed in fictional worlds, legends and myths, fantasy and sai-fi from an early age. This hobby begins with children’s fairy tales, small stories, ethnic folklore, cartoons and cinema. And since our brain, especially at an early age, is unable to distinguish reality from fantasy, then the process of familiarization with moral and ethical values ​​occurs in parallel-in the acquisition of real bodily and mental experience, and in interaction with the narratives dominated in media content.

Yes, I forgot to say – hold the windows open, in places it will be stuffy.

Simply put, it is impossible to ignore the upbringing that is acquired in the process of absorbing books, video, anime and the most immersive works of art – computer games. And it is impossible not to take into account the fact that the experience unreal in rational understanding is constantly realized in the process of the life of the individual. And if in some cases a passion for certain well -registered universes, such as Warhammer, is limited to collecting and coloring figurines, which produces a physically pronounced cultural heritage, then ..

… in short, while some rivet the figures on the wah, others are engaged in emphasis (for example, according to the same waha).

Here I postulate a delusional concept and justify the reason for writing an article. Here is my thesis: modern laurelty costs at the tip of moral and ethical progress.

Why do I think so?

I was once young and naive, and adored the Warcraft series. Well -prescribed game world, an insanely exciting plot of WC3, archetypal charismatic characters and a clash of several strokes of the depicted ideologies produced an amazing effect on a fragile mind – the events of the game seemed more important than the events of fresh school everyday life. I came up with such a splendor of clearly well -read, and, most importantly, adult Chris Metzen Subvreshchi, as if to us – games not only for children.

The plot was rushed for both cheeks. I wanted more. There was a lot of plot in Wow, but it was quite smeared in a huge open world, so I decided to quench my information hunger with books, like “On the other side of the dark portal” and with them.

Getting involved in the intricacies of the plot and studying the structure of the fantasy world was an important occupation, in the sense of truly important, interesting and exciting. And how many spaces arose for fantasies and discussions with those who were “in the topic” … So the artificially created world ceases to be a sphere of interests of the individual and becomes a slightly social phenomenon. And the subsequent occurrence of a large number of thematic forums and wiki allows these “strange” society to cook in their own boilers, grow together, focusing on some general context and ..

Wow Cataclysm is released, and the long -known lore, long -known to the holes of the ENT begins to be significantly adjusted by the authors. There are more and more holes and inconsistencies in it. Among the communities of courtyard and apartment Lorovedes, indignation is felt in strength ..

There is a thesis that the human brain is unable to distinguish reality from imagination and fake value can be perceived as close as the real. Otherwise, how can we explain that, for example, in countries like England or Australia there is a religion "Jediism". The number of adherents is such that you can simply declare them with trolls and jokes, but somehow I don’t want to. I am inclined to believe that George Lucas compiled an interesting philosophical concept and spread it through cinema, Merch, and, of course, games.

Returning to Warcraft: So what was the same as the experience of a clash with the destruction of the integrity of Laura. How the collapse of the slender system of the world was felt? What happens when an authentic source of information loses its authority?
The great schism, the split of Islam, the divergence of Buddhism into Mahayana and Hinayan, the brawls of Catholics with Protestants, the Communists with the socialists, the division of the 38th parallel, the struggle of the democrats with the Republicans – that was how it was … But I condensate the colors, of course. This did not lead to fundamental perestroika in the real world and, fortunately, was not such a bloody event. BUT! These are genuine emotions when interacting with an ideological opponent.

So, exhale … It is not at all as serious and dangerous as the rail around us is real, cruel and murderous. But it was not for nothing that the Battle of Lorovedov was jokingly called the holivars – about 800 years ago, this could be called jihad, a crusade, and the struggle with heresy. Most importantly – real blood would pour in these wars. The key and the only difference was the virtuality of this war, the virtuality of victories and defeats, which created an interesting precedent – the losers were not destroyed, and continued to contribute to discussion.

But I still write about computer games … They gave me an invaluable experience similar to a performance in the Nicaean Cathedral, interrogations of the Inquisition (in both roles), and taught me to defend their point of view, abandon the wrong beliefs and ultimately know the illusory nature of any arguments. But I repeat, this experience is real, acquired skills are used in other areas of life. The intensity of passions was absolutely real-in offline discords under the offline show, the case comes to offline-zakes at times.

Confrontation of points of view goes into the real world. This is a greater and more fundamental gameplay. It begins when you turn off the monitor.

Part II about authors and consumers

Game worlds, which are so loved by many gamers, are often created by people of well -read and educated. The depth of the narrative, clarity in prescribing details, the validity of alien reality of phenomena and events is hard work, so it is not surprising that no matter how unusual the game universe is, it always relies on some already existing source, better time-tested and has gained sympathy of the human species. The selection of plots occurs according to the same laws as the heretical in certain circles Darwin selection. The only difference is that a non-viable plot may not die out completely, but stored somewhere in the bins for millennia and “suddenly” to shoot in specific conditions.

Philosophical teachings, religious postulates, political concepts, living and dead, already exhausted themselves or never used in practice, acquired world fame and acquaintances familiar only by one small group of mentally-sided, but somewhere recorded, can be subtly woven into the structure of the game world. I remind you that guys like Michael Kirkbraid, Gary Gaygex, Hidetak Miyazaki and, for example, Nikolai Dybovsky (do not laugh at such a community, I do not compare the specific mass of their contribution) were consumed by gigabytes of philosophical and fiction before starting to create their own concepts. And in their works they encounter various beliefs of various characters in various situations, but in one simulation and, most importantly, in dynamics.

This never happened in reality, there was no such collision Only_eids On one battlefield. It happened in computer games. This happened in isolation from bodily. This happened in artificially designed worlds among non -existent events between invented characters and society.

But I recall my thesis once again, that the human brain … minute, stuffy.

Easier: in games we saw a concentrate of meanings and values, concentrate of ways and ways to search for values. This huge semantic bomb hit both mature and fragile minds of gamers.

For example, this handsome was the main character of such a semantic bomb. “What can change the nature of man?"

There are games that raise the most difficult existential issues. Only sensations are much more acute, much more personal than when reading philosophical literature. You can almost literally try on various concepts, become their avatar, play them. Worldviews and life paradigms regularly collide in reality, but it turned out to be easier to collect them together and tie it in the dark ..

… and most importantly, to feed the mass consumer, to captivate the beauty of the art design, gameplay and, I insist, the authenticity of the experienced emotions.

Being decorated by simulations of reality, game worlds became the males of real meanings.

I resemble my thesis: modern emphasis stands on the tip of moral and ethical progress.

And I add: you are also in this game if you smoke an ENT.

You play it when you turn off the monitor.

Part III about the importance of the paradox

Any philosopher and religious scholar on the acquisition of education regularly works with moral – ethical dilemmas of one or another philosophical teaching, incompleteness of the description of the problem, the one -sidedness of the problem, the bias of the author of the essay, treatise or suture. For example, the problem of Theodicia or the consideration of Hindu castes from the perspective of one of them.

In every philosophical, religious, political teaching, there is a certain set of inaccuracies, gaps and assumptions that stem from the basis of teaching, but are not obvious when constructing this basis. This teaching should undergo a check in space, time, attempt to fully realize and clash with its direct competitors. Mature ideas that have undergone trials are often abounded in paradoxes and dual interpretations.

Synthetic ideas of game worlds also go the Aztec Paradise same way. Why do I consider it important to pay attention to this? The importance here is that real emotions of involvement in something more, as well as the highest feeling of real curiosity are experienced.

Heaven, have you read this boring exposition right up ..

I just draw your attention to what deep strings of the soul are able to pinch modern games. A good or bad Geneeric Life is a matter of the future. Although most likely, the answer will be in the comments 🙂

I return to the topic of paradoxes and duality-in the game on one screen, several schools of ideas that interact differently, but most importantly, the process of quite real mythopeia and the maturation of the myth is modeled at an accelerated pace. Abstract interpretations and dual “schizophrenic” concepts become the basis of artificial philosophy, which is a sign of its maturity. And that means attractiveness.

Although to what extent the concepts of “reality” and “mythope” are comparable – a question for smart people. But the cultural heritage certainly has a real embodiment

Without paradoxes, without omissions, we would have nothing to discuss on the forums and shoot revealing videos. Loveries would have nothing to eat. Therefore, here I will analyze 2 options, how the authors can add a Sumbur to a clear picture of the game world – successful and not very

Here is an overmate example from the maestro Babadzaki:

Laura’s hole in the Souls series is a tongue in a tongue, because the way of describing the game world “wrote – cut out” generates a huge amount of uncertainty and fields for discussion. This example is good, so historically. Despite the direct text “Radagon This Marika”, the Lovedov community here is clearly divided into 2 camps, while both sides provide a tremendous number of arguments in their favor.

Sometimes, looking at these battles of the debaters and participating in them, I thought, intentionally or in the gouging of Babadzaki dropped such a juicy apple of discord. My personally the opinion that yes, this is what he wanted. He showed Lovedov because he knew well what happens when you turn off the monitor.

But the examples of "rotten apples" from the maestro and to:

A good paradox only adds interestingness, so even the industry for the production of such ambiguities grows and develops inside the game industry.

And thanks for that. After all, an incredibly strong and strange feeling that even diametrically opposite points of view have the right to life and really has their own, this literally mystical feeling can now also be experienced by playing games – and it is very strong. With this and all other knowledge, we can go to forums, or Vicki, or Stopgame and share our strong experiences.

Now we, gamers, if you wish, we can participate in the creation of new teachings, concepts, to exercise in ethics, and especially gifts – in the creation of our buildings of the gaming lorus, so to speak, accept the baton with the best. Because the games gave us to feel very subtle moments of life with which a simple person cannot meet due to the fact that not everyone is destined to become a direct observer of epic and great events, to feel them in a pure form without concomitant physiological, routine and absurdity and not die in the process.

I will fail my depression of thought by the tree and highlight the main thing:

1) Modern gamers are on the point of moral and ethical progress, as they are attached to the forge of meanings;

2) game worlds allow us to experience very subtle, strong and unique emotions, and their discussion (both worlds and emotions) – to acquire important social skills and develop in understanding values;

3) game worlds have a significant impact on the real world, develop and grow up with it.

Games are a magnificent skillful tool (Sanskr. Padaya) for intellectual, spiritual and ethical enrichment, while helping to relax and unwind.

But we remember: the greatest gameplay begins when we turn off the monitor.

Planescape: Torment

Warcraft 3: The Frozen Throne

Dragon Age II

Elden Ring

The best comments

I do not agree. The game does not provoke new emotions and does not model anything new. The unreality of video games devalues ​​the emotions that you experience.

Example times) Medal of Honor 2010. The plot finale is very emotional. On YouTube under the video final of the game, just a wall of sad emoticons. And when I went through it, I was sad too. BUT! When I myself visited such circumstances, when you lost your comrades, when you know “what it doesn’t live to the evacuation of 15 minutes”, emotions are completely different. I sobbed over the keyboard, despite the fact that I saw guys from Seal and Rangers and not my brother.

Or example TU) Dead Space 2. When you dream of a person for months, if not every night then a couple of times a week, which is no longer there, then in the ghost Nicole stop seeing a fictional character. And to the wheezing question: Who am I? I answer “everyone”, not because Isaac says so, but because I watch these nightmares, only because I have nothing left besides them. But before some events in my life, passing did not cause me such emotions because I did not know them.

My life and game experience tells me that games are caused only by the emotions that we have already experienced and no “moral and ethical progress” and there are no blacksmiths. I understood more about life and meanings when I read “hidden in the folia” than for all the games I have passed. Game moral choice, penny in comparison with real. When you choose which of the game characters will survive (for example, in Deus Ex MD), this is just a choice of what scene you will see further, it costs only your time on Save \ Load. This is not a choice at all. And so with all emotions. All emotions in the games are false, and we feel only those that we know, the subconscious subconscious shows them. Accordingly, social skills are not developing, you develop communication skills with NPC.

Whether the game worlds affect the real? Yes. but not stronger than movie or book.

That our life? Game!
Good and evil – only dreams!
Labor, honesty – fairy tales for women.
Who is right, who is happy here, friends?
Today you are, and tomorrow I!

This is Alexander Sergeyich and the Tchaikovsky brothers much to Gamdev wrote.

I would not go into this topic, if I had not been in the subject myself) I read all the books from the games on ancient scrolls, I played Teso to study the Laura of ancient scrolls. I played dozens of different games on Warhammer 40k and read many books on Warhammer 40k for Laura.

I have not yet understood that all this is pointless and you eat shit in fact, because many side works that you are fed by those who wish to earn 3+ maximum.

For the place of ten books on the Trochochka on Vahe, it was possible to read 10 really top works. Instead of spending time in MMO Drowning, for the sake of Laura, you can spend this time on top -end, holistic works.

That is, I need to consume content only if you really like it, and not because there is information about the lore of a fictional universe.

The same Warcraft, mediocre authors write mediocre books purely for dough. Warcraft 3 is always in the heart, but to eat the rest of the shit for the sake of Laura, no, an empty waste of priceless time.

It seems to me that game worlds influence more than cinema or book. The last worlds about a passive perception without any participation, the game, even the most “kintsovs”, let you see where you want, stop where you want you. The viewer, player and reader are not a universal unit, and even the most cool director cannot adjust his views, his ideas about the beautiful on all. However, there is also a director and artist in the game, but at least partially we control our perception of the game. And in the Gampdev, by the way, they approach this in different ways, in one case they want to run by the handle and show you as strictly as possible and this, in the other, they give much more freedom.

I do not agree. A meticulous study of Laura causes an incredible buzz. It can only be depreciated on condition that the very pleasure is considered something unclean.

I’m talking about the fact that your whole concept is built around:

Games gave us to feel very subtle moments of life, which a simple person cannot meet due to the fact that not everyone is destined to become a direct observer of epic and great events, to feel them in a pure form without concomitant physiological

This is wrong. It is like children’s champagne in comparison with the present, like sweet cigarettes. It turns out you are based on a false foundation initially. From this the whole concept is falling apart.

On the “tip of moral and ethical progress” are more likely to be so unloved by gamers SJW with their representation 58, or so much is now being read, genders. Gamers are busy lining the scriptwriter or game designer of meanings scattered by their hand, sometimes from frank cakes, so there can be no talk of any point, the back of the back in the best case.

However, I doubt the presence of a point in moral and ethical progress and progress in morality and ethics, since these things are deeply subjective.

Like playing games? Please. Like to study the game lor? To health. But to inflate the significance of this is stupid, it is just an act of consumption.

I’ll clarify. The game is not just depreciating emotions, it initially does not give them weight that give real.

Depends on a person. And points of view. There is the same Warhammer, which is all pierced by pieces of the European cultural code, but in the vastness of our vastness it turned out that it is perceived from the very Americanized side of the culture.

As a result, there are a bunch of grumblers who are always wrong, but at the same time, those who moved aside or did not perceive the very wave of Americanization, can even read test descriptions and dialogs in the Republic of Tatarstan spray the ceiling in emotional moments.
It also always has a very large weight, how much a person generally allows emotions during the game.

But this children’s champagne imitates an original drink and is, in fact, it turns out to be just soda.

And what affects our real world in general from books, films? The same emotions? Well, in games, immersion is deeper, due to the interactive, like the emotions received. Well, the coverage of the games is now more than the books and probably compare with the cinema.

By the way, I like to see the games in Detroit, what other players did, what they chose, how many people did the same as you.

Such nonsense could write only a person with near -l’s life experience. Because it is precisely such a person who is able to truly believe that emotions from action in a video game have at least a fraction in common with the same action in reality. That the difficulties and trials that fell to the lot of his game avatar at least a share of a percentage, but will have a serious effect on his personality. And, the most ridiculous, seriously compare dumb sracks on the forum with sacred wars, in which they were not for life, but to death fought for questions of an existential nature … It’s not even funny, it is already just a durable oven natural. It would be funny to look at the reaction of some modern jihadists in response to such statements XD

However, these lines hooked most of me most of all:

Because the games gave us to feel very subtle moments of life with which a simple person cannot meet due to the fact that not everyone is destined to become a direct observer of epic and great events, to feel them in a pure form without concomitant physiological, routine and absurdity and not die in the process.

A person is not able to “feel events in pure form, without physiological, routine and risk to life,” since this person is his physiology. We are our body, it is it that gives us life, it is it that allows us to interact with reality and it is it that contributes to us to obtain new life experience. And all this experience, without direct physical participation, turns into a pumpkin. What is the use of being a "direct observer of epic and great events" if they do not affect you? What thoughts will come true in your head if you do not bear real responsibility for your actions (“you will not die in the process”)? If your day is not filled with a daily battle with reality and its challenges? And will there be experience gained without everything, at least some kind of valid? I think it is obvious that no.

P.S. If the brain is not able to distinguish reality from fantasies, then it turns out every player in the sorcerer needs to give the status of a participant in the fighting and send to be treated from PTSR (with players in GTA, it’s even scary to imagine what to do)?)) 0)

Here, in principle, they already painted a bunch of everything, I want to add only one thing … (open the window)

You are worried about some emotions when something is experiencing a character (your character, his companion, met, and t.D.), faced with something in real time, or even if it will be a flashback that you observe that it is currently happening. And a story unfolding in real time, in which the hero takes a direct part, everything that happens to him, and then gradually develops (which causes you emotions) is a plot.

What is called “Loro” is a background, this is information about the world of the game, its history, culture, additional certificates of individual places, characters, etc.D. As a rule, all this is submitted in the notes (if we are talking about games). The ENT is not included in the concept of the plot, as it is vice versa, and all the experienced emotions are associated precisely with the action, with the development (with the plot shorter). And therefore, the ENT, Laurus – it is in no way connected with emotions (which caused me a dissonance when reading a blog). In addition to those “emotions” that you can experience when reading a textbook / monograph on real history \ culture, etc.D.

In the blog itself and in comments, you seem to mix these concepts. No so.

Of course, confusing an ENT and plot is not good. But it seems that with regard to Laura, it was more about what emotions arise when discussing this Laura, at least if I understood correctly. But in general, it was interesting to read, even though I did not agree with some. And cool, which caused such an interesting discussion.

> Any ENT will be broken sooner or later
ENT HALF-LIFE will not break. New games simply will not go out.

Great move. All good should just end so as not to deteriorate.

I would say that “on the tip” is now the conflict between SJW and “toxic” gamers. And it happens, fortunately, virtually, rarely reaches the physical assault.

“Press F to Pay Respect” is the influence of game worlds on the real world, because even those who did not play using this turnover. This is an impact on slang, on the language, on the real world. Role -playing games in the field according to various settings, this is the impact on the real world, because people spend money on this and embody fiction in reality. This is influence. But personally your game experience and emotions in the game how you influenced your real life? Well, about the coverage you are mistaken as possible. Everyone watches cinema, excluding the Papuans who do not have a TV. Books read all the ages of people from first-graders to pensioners and play games tightly up to 40-45 years, just because they have passed them. It is us, whose childhood passed with Nes or dandy live with video games and then not all. And those who are 10 years older are simply not interested in this. With the exception of individual single cases.

I have one question: why are you playing games? In the sense that the main distinguishing property of games you contemptuously call “piu-piu”, and you expose its connoisseurs by some near ignorant. Just “plot, interesting turns, unusual plot moves” all this is in the cinema, literature, theater, etc.D., And also in a more concentrated form. Why games? Why do you consume media, where the plot is usually served portioned and interrupted to the same “piu”?

Absolutely real emotion in response to an absolutely physically non -existent stimulus. No needles for nails, no real danger, no insult. And indignation is the present. Enjoy.