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Nurture by Tetris

On the Ideological Foundations of the Soviet Computer Game

Bibliographic Data

ID19483235
AuthorsSt Petersburg Russia Independent Researcher, A D Muzhdaba (0000-0001-9962-0274), A O Tsarev (0000-0001-5544-423X), St Petersburg Russia SPbSU
Year2020
Volume32
Issue3
Pages114-141
Publication date2020-10-01
Open AccessYes
TypeARTICLE
VenueSociology of power (JOURNAL)
Journal identifiersISSN: 2074-0492 • E-ISSN: 2413-144X
PublisherThe Russian Presidential Academy of National Economy and Public Administration (PUBLISHER)
DOI10.22394/2074-0492-2020-3-114-141
OpenAlexW3115710157
LanguageEN

The authors attempt to speculatively reconstruct the concept of the “So­viet computer game”. They propose to consider gaming practices associ­ated with computers as a derivative of the accepted ideological guidelines that accompany the Soviet project of machine modernization. Within this framework, the concept of the Soviet computer game appears as an unre­alized historical alternative to the normative game design that has devel­oped in countries with market economies. Despite the industry — or the electronic entertainment market — not having had the time to be properly established in the USSR, there were a number of discursive attitudes re­garding the game as such, and the gaming function of computing devices in particular. Even early Soviet pedagogical theories assumed that “playing like a Soviet” involves performing activities structurally similar to labor, where the player becomes part of production. Later, cybernetic discourse, through game theory, indicated the possibility of formalizing any prag­matic activity as a game model; with the advancement of programming, the pragmatics of digital gaming as a way of educating and solving utili­tarian tasks was developed. Based on the memoir archive of Soviet cyber­netics, and publications in the late-Soviet press, the authors demonstrate that the Soviet computer game was not seen an entertainment product, but a representative model for solving problems in an algorithmic form. Thus, the article is not about specific games that could be called Soviet, but about the logic that guided and set the tone for the interpretation of certain computer-game phenomena in the USSR

Computer game · Economics · Entertainment · Epistemology · Game theory · Ideology · Mathematical economics · Metagaming · Multimedia · Non-cooperative game · Political science · Politics · Programming language · Sociology · Computer Science · Law · Philosophy · Scientific Research and Philosophical Inquiry

Highly citedNo

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