The study is devoted to the philosophical consideration of specific features of communication and education through the use of video games. The purpose of the research was to consider the specific features of communication in the process of interaction within video games, to reveal their educational potential and the difference in their use for educational purposes. The analysis of videogame definitions has allowed focusing on their specific features, namely: interactive, rule-based nature and the need of the specific hardware. As a result, the possible types of dialogue within video games have been considered and, on their basis, the main types of interaction have been formulated for analyzing their use in education: interaction with no active player, player-videogame interaction in case of one-player videogames, player-videogame-player interaction and player-community-videogame interaction. In conclusion, the similarity of videogame playing and the learning process has been delineated in relation to the analyzed types of interaction. The authors state the further need for a comprehensive study of the specific features of each of described types due to the significant differences in the dialogue and educational potential of videogames belonging to them.
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The article is devoted to philosophical and hermeneutic analysis of videogame player identity. The purpose of the study is to reveal the general features of the videogame player identity, to distinguish it from gamer identity and to define common levels of its formation, on the basis of which the further methodology of videogame philosophy may be formed without stereotypical views. To achieve it, the classification and systematization, as well as the analysis and synthesis, applied to the identity concept in general and studies on gamer self-identity in particular, have been used. Considering player identity in hermeneutic terms, the authors have delineated the main levels of the player identity formation, namely: videogame preferences, manner of playing and character / personal profile identity. All this levels not only form player identity as an individual way to identify oneself, but also act as a ground for further creation of gamer identity.
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