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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">vgik</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник ВГИК</journal-title><trans-title-group xml:lang="en"><trans-title>Vestnik VGIK</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0832</issn><issn pub-type="epub">2713-2471</issn><publisher><publisher-name>ВГИК</publisher-name></publisher></journal-meta><article-meta><article-id custom-type="edn" pub-id-type="custom">olgrli</article-id><article-id custom-type="elpub" pub-id-type="custom">vgik-139</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>КУЛЬТУРА ЭКРАНА</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>SCREEN CULTURE</subject></subj-group></article-categories><title-group><article-title>Философско–архетипическая образность визуального ряда в игровой серии «Assassin’s Creed»</article-title><trans-title-group xml:lang="en"><trans-title>Philosophical and Archetypal Imagery of the Visuals in the Game Series “Assassin's Creed”</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-0008-100X</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Овчинников</surname><given-names>В. М.</given-names></name><name name-style="western" xml:lang="en"><surname>Ovchinnikov</surname><given-names>V. M.</given-names></name></name-alternatives><bio xml:lang="ru"><p>кандидат исторических наук</p></bio><bio xml:lang="en"><p>PhD in History</p></bio><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff xml:lang="en" id="aff-1"><institution>State Autonomous Professional Postgraduate Education Institution “Smolensk Regional Institute for Further Education”</institution><country>Russian Federation</country></aff><pub-date pub-type="collection"><year>2023</year></pub-date><pub-date pub-type="epub"><day>29</day><month>03</month><year>2024</year></pub-date><volume>15</volume><issue>1(55)</issue><fpage>104</fpage><lpage>115</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Овчинников В.М., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Овчинников В.М.</copyright-holder><copyright-holder xml:lang="en">Ovchinnikov V.M.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" 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.vestnik-vgik.com/jour/article/view/139">https://www.vestnik-vgik.com/jour/article/view/139</self-uri><abstract><p>В статье (начало — в № 4 (54), 2022 журнала) на примере игровой серии «Assassin’s Creed», в частности промоматериалов трейлеров, представленных в социокультурных и философских контекстах как формах образности повествования, обосновываются адаптивные возможности кибертекста1, воплощенного в феномене игровой Вселенной, интегрированной в пространство современного культурного производства. Активное использование гротескного символизма в данном проекте отражает феномен инструментализации символик «общества спектакля», имеющего архетипическую природу, обеспечивающую формирование новой социальной мифологии.</p></abstract><trans-abstract xml:lang="en"><p>The article explores an array of philosophical connotations, metaphors and mythologems found in the promo content (trailers) of the Assassin’s Creed game franchise as a specific form of visualized text and a mode of narration realizing the concept of mythmaking in audio-visualized media space in the era of information revolution.Turning the spotlight on defining the role of ad material, the author focuses on the fact that the game franchise’s trailer and teaser as a specific cinematic tool (as demonstrated in the article) have an extensive imagery bearing the “philosophy” of the project, which gives the game action meaning and point.While retaining its promotional function, a cinematic trailer is not only an independent production, but also a carrier of various and numerous archetypal constructions that form mass consciousness (which now, rejecting the classical rationalistic principles, once again tends towards mythmaking). This, in turn, gives rise to “the new mythology” actively drawing on “classical plots and imagery”, thus suggesting continuity in the spiritual evolution of human civilization.Being a distillation of the basic features of a certain area of the mass culture information space, the trailer can be interpreted as a techno-artistic hybrid phenomenon, indicative of the transformation of media industry in terms of the historical discourse. Thus it proves the modification of a complex of stereotypical mental constructions of the social organization, which in the globalized world grows into an international category.The author argues that this phenomenon manifests itself in a surge of mythmaking within the modern multicultural tradition, which in turn leads to the formation of a new cultural paradigm based on the concept of providentialism, which in its turn acts as a tool for analyzing the historical and cultural process, based on the instrumentalization of the previous experience, mutating in the global discourse</p></trans-abstract><kwd-group xml:lang="ru"><kwd>игровая Вселенная</kwd><kwd>трейлер</kwd><kwd>общество спектакля</kwd><kwd>нарратив</kwd><kwd>симуляция исторического процесса</kwd></kwd-group><kwd-group xml:lang="en"><kwd>game universe</kwd><kwd>trailer</kwd><kwd>the society of the spectacle</kwd><kwd>narrative</kwd><kwd>simulation of the historical process</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">В статье (начало — в № 4 (54), 2022 журнала) на примере игровой серии «Assassin’s Creed», в частности промоматериалов трейлеров, представленных в социокультурных и философских контекстах как формах образности повествования, обосновываются адаптивные возможности кибертекста1, воплощенного в феномене игровой Вселенной, интегрированной в пространство современного культурного производства. 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