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Video Games as an Instrument of Mass Consciousness Formation
Analysis and Forecasting. IMEMO Journal

Video Games as an Instrument of Mass Consciousness Formation

DOI: 10.20542/afij-2024-4-43-56
EDN: GMEIWK
© Marina I. STROKOVA , 2024 
Received 31.07.2024.
Revised 02.09.2024.
Accepted 25.10.2024.
Marina I. STROKOVA (strokova.m.i@imemo.ru), ORCID: 0000-0001-8882-022X, 
Primakov National Research Institute of World Economy and International Relations, Russian Academy of Sciences (IMEMO), 23, Profsoyuznaya Str., Moscow 117997, Russian Federation.

Video game industry continues to develop rapidly both technically and economically, and it is now the main part within media industry in terms of overall revenue. Moreover, a whole new science is emerging – ludology (from Greek ludus, ‘game’), which does not receive a lot of attention from specialists in international studies. Due to the processes of projection and emersion that are more distinct than in other types of media content, games have a more profound emotional and psychological influence on a person. Images depicted there – positive or negative – play a part in stereotyping. Video games are able to form a certain attitude not only to a country, nation or a social group, but also to phenomena and events, past and present (i.e., to colonial policies), they can be a platform for political speeches and manipulations. A story in them may be an alternative history with only some elements close to the objective reality, however, they contribute to the formation of associations, stereotypes, images, myths and, as a result, to the mass consciousness formation. Nation states and other actors are only starting to strategically use video games as a ‘soft power’ and public diplomacy tools, all while governmental support to the gaming industry and regulatory mechanisms are emerging, in the Russian Federation as well.

Keywords

About the author:

Marina I. Strokova – Senior Research Assistant, Book Preparation Group, Scientific-Publishing Department.

Competing interests: no potential competing financial or non-financial interest was reported by the author.

Funding: no funding was received for conducting this study.

For citation: Strokova M.I. Video Games as an Instrument of Mass Consciousness Formation. Analysis and Forecasting. IMEMO Journal, 2024, no. 4, pp. 43-56. DOI: 10.20542/afij-2024-4-43-56 EDN: GMEIWK 

For citation:

Strokova M. Video Games as an Instrument of Mass Consciousness Formation. Analysis & Forecasting. IMEMO Journal, 2024, no 4, pp. 43-56. https://doi.org/10.20542/afij-2024-4-43-56

© IMEMO 2025