Abstract:The article is devoted to new features of mass culture at the digital stage of modern civilization. The emphasis is on the conceptual aspects of the phenomenon under study, its universalism in the context of informational, socio-cultural innovations. The author asserts the idea of the entry of samples and the use of the value fund of the elite level into popular culture. Immersive technologies provide the process of including a wide range of consumers in an alternative, virtual art environment. The specifics o… Show more
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