# 4(33)2018
Issued 1.01.

# 3(32)2018
Issued 1.10.

# 2(31)2018
Issued 1.07.

# 1(30)2018
Issued 1.04.

# 4(29)2017
Issued 1.01.

# 3(28)2017
Issued 1.10.

# 2(27)2017
Issued 1.07.

# 1(26)2017
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Call For Papers



# 4 (33) 2018: Cross-cultural research

Guest Editor

Associate Professor of St.Petersburg State University
Professor of Higher School of Printing and Media Technologies, St.Petersburg State University of Industrial Technologies and Design
Doctor of Science (Cultural Studies)

Cross-cultural research is one of the most popular areas of the humanities. It effectively produces reliable knowledge about oneself and the world as a whole. Scholarly perspectives of this trend are associated with increasing mobility, changes in the information exchange patterns, growth of cultural diffusions, and dynamics of glocalization and transcultural processes. The comprehension of these phenomena determines the subject of the journal's issue. It intends to present the research directed to clear up various processes of rapprochement and delimitation of cultures in various spheres of life.
Today, perhaps, no one has any doubts that the world is driven by intercultural contacts. Interactions and borrowings enrich the world; collisions regenerate it; convergence of meanings and alliances of "the Different" develop it. It was always like this. However, the history of cross-cultural relations, unlike the history of art, technology, economics, and politics has not been written yet. There are numerous gaps in understanding of the current world, which is spontaneous and unstabledespite the successes of cross-cultural engineering. Thus the researcher (whatever the sphere of intercultural contacts one is interested in) is doomed to novelty, because even limited cross-cultural discourse leads the researcher to two types of valuable discoveries: 1) Identification of similarities, knowledge, and skills transferred and adapted, or derived from experience of different nations worked out in different places and at different times, i.e., the orderly, claiming universality knowledge; 2) Detection of differences and discrepancies in everyday practices and understanding of the world, which allows one not only to comprehend better "the Other" and to infer its cultural specifics but also to learn something new about oneself.
Taking into account the inter-discipline character of the problemsstated, the theoreticians (philosophers, culturologists, historians, psychologists, orientalists, religious scholars, anthropologists), practitioners (experts in intercultural management, administrators of multinational regions and international projects), and other authors representing social and humanist scholarly spheres are invited for cooperation. Researchers who are attracted by heuristic possibilities of cross-cultural research, inspired by the interactivity of modern knowledge, by possibilities of integration between scientific, artistic, religious, and philosophical perspectives, by opportunities of synthesis of Western and Eastern worldviews, are welcome.
Of particular interestare works dedicated to:
- history and theory of intercultural interactions;
- methodology of transcultural analytics;
- identification of new forms of identity;
- intercultural communication;
- identification of ethnosophistic specifications;
- juxtaposition of cultural codes of the West and the East;
- philosophical and culturologicalcomparativistics;
- problems of glocal synthesis, i.e., studies highlighting the problems of the transformation of cultural orientations, meanings, values, and needs.

Selected materials are supposed to be presented under three categories: history, theory, and current practice.

Deadline is 01.11.2018



№ 1 (34) 2019: Computer Games: Game Design of Culture

Guest Editors

pict Konstantin P. SHEVTCOV
Doctor of Science in Philosophy, Assistant Professor
Professor of the Philosophy and Social Communication Department at Saint Petersburg State University of Civil Aviation
Head of the Laboratory for Computer Games Research at the Centre for Media Philosophy, Saint Petersburg State University, Saint Petersburg, Russia
pict Alexandre S. LENKEVICH
Vice head of the Laboratory for Computer Games Research at the Centre for Media Philosophy, Saint Petersburg State University, Saint Petersburg, Russia

Computer games are a popular, emblematic and attractive phenomenon of media culture, which until recently was not taken seriously by academic science including philosophy and media theory. The famous classical works on (analogue) game analytics belong to J. Huizinga and R. Caillois written in the middle of the XX century. More or less systematic interest in computer game studies the scientists from Europe and the USA have been demonstrating from the middle of the 1990s – beginning of 2000s: analytical projects inside this new area generally follow established academic traditions of narratology, sociology, economics, game theory, etc. The discipline “game studies” has an “umbellate” character and unifies a variety of researches, that has the only common thing – the object of the research. 
In Russia the academic field, methods and appropriate analytical language necessary for studying with computer games is coming into being. In 2013 the first All-Russian scientific conference “Computer Games – Theatre of Activity” was entirely devoted to the philosophical comprehension of computer games. It was organized by the Centre for Media Philosophy and the Laboratory for Computer Games Research. After the conference, several analytical working in this direction appeared in St. Petersburg, Moscow and other cities.
Games are familiar for humanity from the ancient times. As Huizinga marks, not only humans are playing, the animals are playing as well. The game is flesh and blood of our culture. However, during the last half of the century – it is approximately the period of the computer game history if we consider W. Higinbotham’s Tennis for Two (1958) as a starting point, or we can move the border to the 1940s – 1950s, if we trace computer games back to the first chess algorithms of A. Turing and C. Shannon or to the relay-based machine Nimatron (1940) – serious changes in game itself has happened, what requires understanding and new concepts.
The emergence of the new medium – computer, which counts, automatizes and algorithmizes game milieu, bounds playing process with countability, logic of the mathematics procedures and operations, computing – leads to the mutation of the game itself, to the birth of the new hybrid media form – computer game – in which freedom of action is combined with rigid – mathematic – determination, desire design goes with programming code, imagination and body are converted to the technical format. And this process has been lasting till now, this is the hottest zone of media transformations.
It is no doubt that computer games nowadays set out certain vector of culture development, form a huge amount of various practices: cultural, political, economic, scientific, social, etc. We invite the researchers from different fields to join the careful investigation of computer game phenomenon.

Topics for reflection:

• Computer games as media

• Games in terms of the contemporary media landscape: critique, ideology, conversion

• Computer games interfaces as a form of sensibility

• Non-standard gaming practices, mutations, and perversions of the game

• The problem of gamer’s corporeality

•Languages of computer games: formatting of perception, thought, imagination?

• From the perspective to a computer game: amediality and simulation

• In search of “aura”: glitch, procedural generation, permadeath

• Formation of non-conventional playing practices

• Computer game: from ludus to paidia

• Conversion of play, conversion of player

• Remediation procedures in computer games

• The collision of human and non-human in computer games

• Interfaces of game, interfaces of sensibility

• From sign to the body: the époque of computer games

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