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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="elpub" pub-id-type="custom">vgik-818</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>ПЕРФОРМАНС ИСКУССТВО ВОПЛОЩЕНИЯ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PERFORMANCE THE ART OF PRESENTATION</subject></subj-group></article-categories><title-group><article-title>Эстетика интерактивности: между игрой и фильмом. Смотреть или играть?</article-title><trans-title-group xml:lang="en"><trans-title>Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Новиков</surname><given-names>Василий Николаевич</given-names></name><name name-style="western" xml:lang="en"><surname>Novikov</surname><given-names>Vasily N.</given-names></name></name-alternatives><email xlink:type="simple">vasily.novikov777@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff xml:lang="ru" id="aff-1"><institution>ВГИК</institution><country>Russian Federation</country></aff><pub-date pub-type="collection"><year>2018</year></pub-date><pub-date pub-type="epub"><day>09</day><month>04</month><year>2024</year></pub-date><volume>10</volume><issue>2(36)</issue><fpage>50</fpage><lpage>60</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Новиков В.Н., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Новиков В.Н.</copyright-holder><copyright-holder xml:lang="en">Novikov V.N.</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/818">https://www.vestnik-vgik.com/jour/article/view/818</self-uri><abstract><p>Во второй части статьи (окончание, начало в № 1 (35), 2018) рассматривается влияние видеоигровой индустрии на язык современного кинематографа с точки зрения эстетической формы, анализируются психологические аспекты кинолент, опирающихся на игровое мышление человека, а также визуальные приемы, воссоздающие гейм-ассоциации при просмотре. Разбирается новаторский формат полнометражного интерактивного фильма, во время которого зритель сам управляет развитием сюжета и отношениями между героями в рамках заданных правил.</p></abstract><trans-abstract xml:lang="en"><p>According to recent research, video games are recognized as a new kind of art of the 21st century. Is it possible to distinguish the concepts of ‘‘entertainment’’ and ‘‘art’’ when dealing with this phenomenon? The purpose of this article is to analyze the significance of the game in contemporary society, to characterize the dominant features of ‘‘personal management’’ of a work of art, and to consider the influence of game aesthetics on the language of up-to-date cinema. The digital age, new technologies, computer modeling and virtual aesthetics modernized the classical thesis of ‘‘the life as a game’’ into a new philosophical concept. There are more and more attempts in succession to create a full-fledged virtual reality where a person could feel oneself to be an individualized god, commanding over all the processes taking place with the one and one’s life. The ultimate goal is the creation of such a global ‘‘game world’’ in which every person would be able to try oneself in any social role or avatar, building relationships with anyone, playing and enjoying it. So this desire for an interactive fusion of game forms with the objective reality that we are accustomed to is forming a rich and multilayered cultural platform nourishing diverse areas of contemporary art. The game industry has gone a long way of its development as a form of art. Nowadays video games and movies “imitate” each other and combine mixed aesthetic trends - the boundary between the Game and the Film is being increasingly blurred. On the one hand, games tend to cinema, using professional directing, scriptwriting and cast. On the other hand, mainstreamification of gaming technologies attracts many filmmakers looking for new artistic forms, concepts and visual mechanics that are interesting and relevant for contemporary mass audience.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>виртуалистика</kwd><kwd>интерактивность</kwd><kwd>игра</kwd><kwd>технологии</kwd><kwd>экран</kwd><kwd>визуальность</kwd><kwd>virtual reality</kwd><kwd>interactivity</kwd><kwd>game</kwd><kwd>technologies</kwd><kwd>screen</kwd><kwd>visuality</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">Роллингз Эндрю, Моррис Дэйв. Проектирование и архитектура игр: пер. с англ. - М.: Издательский дом «Вильямс», 2006. - 1040 с.</mixed-citation><mixed-citation xml:lang="en">Роллингз Эндрю, Моррис Дэйв. 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