Videogames as a Digital Attempt to Touch the Mythological
pdf (Русский)
html (Русский)


Myth; Hero Initiation Existential Experience Virtual Reality Immersive Technologies Video Games Digital Literacy

How to Cite

Rezvushkina, S. (2023). Videogames as a Digital Attempt to Touch the Mythological. Galactica Media: Journal of Media Studies, 5(1), 196-216.


The article deals with the analysis of video games and the use of VR technologies in the gaming sphere. The trend towards increasing gamification of modern man's being is examined and problematized. The main question raised by the author is what is the actual status of video games in the existence of modern man.

The aim of the research is to study the ontoanthropology of video games, and VR games in particular, and search for their correlates with archaic practices. This, in turn, led to the consideration of the ontoanthropology of the virtual and the ontoanthropology of the game as its variety.

The author comes to a conclusion that video games are a substitute for initiation which is most fully and safely performed by means of immersive equipment and taking rite-ritual activity into virtual reality. The results of the study can be used for an expert assessment of video games, identifying the prospects for their implementation in pedagogical, psychological or other consulting activities aimed at achieving a sense of inner transformation of the person in the direction of greater completeness and authenticity of existential experience. The findings can form the basis for philosophical conceptualization of modern mechanisms of digital identity formation and contribute to the growth of socio-humanitarian reflection on the problem of human self-identification and methods of achieving a sense of ontological fundamentality and wholeness of being in a virtual reality.
pdf (Русский)
html (Русский)


Barkova, A. L. (2019a). World mythology. RIPOL Classic. (In Russian).

Barkova, A. L. (2019b). Teenager. Giant. Regress: Three lectures on mythological universals. RIPOL Classic. (In Russian).

Campbell, G. (2016). A thousand-faced hero. Piter. (In Russian).

Castro, E. V. (2017). Cannibal metaphysics. The frontiers of post-structural anthropology. Ad Marginem Press. (In Russian).

Eliade, M. (1994). Sacred and secular. MSU. (In Russian).

Eliade, M. (2000). Shamanism: Archaic techniques of ecstasy. Sofia. (In Russian).

Eliade, M., & Kuliano, I. (2014). Dictionary of Religions, Rites and Beliefs. Academic Project. (In Russian).

Galanina, E. V., & Baturin, D. A. (2018). Mytholoogical Image of Sacrification in Videogames. Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, 3(31), 21–34. (In Russian).

Galanina, E. V., & Salin, A. S. (2017). Mythical in the virtual worlds of videogames. Philosophy and Culture, 9(9), 76–88. (In Russian).

Galkin, D. V. (2007). Computer games as a contemporary cultural phenomenon: Experiences of interdisciplinary research. Humanities informatics, 3, 54–72. (In Russian).

Gaming Statistics 2023. (2023). TrueList.

Hermashova, V. A. (2009). The Concept of Virtual Reality in Philosophical Knowledge. Science. Innovation. Technology, 5, 215–221. (In Russian).

Hoppal, M. (2015). Shamans – Cultures – Signs. ELM Science Publishers. (In Russian).

Huizinga, J. (1997). Homo ludens. Articles on cultural history. Progress-Traditsiya. (In Russian).

Kachmala, A. V. (2012). The Ontological Status of Virtual Reality in the Structure of Being. Bulletin of the Chelyabinsk State Academy of Culture and Arts, 2, 109–111. (In Russian).

Kaiua, R. (2007). Games and people; articles and essays on the sociology of culture. OGI. (In Russian).

Lévi-Strauss, C. (2000). Race and history. Respublika. (In Russian).

Lobok, A. M. (1997). The anthropology of myth. Cultural information bank. (In Russian).

McLuhan, H. M. (2003). Understanding Media: Human External Extensions. Kanon-Press-C. (In Russian).

Ocheretyany, K. A., Buglak, S. S., Latypova, A. R., Lenkevich, A. S., & Skomorokh, M. M. (2017). The Image of the Other in Computer Games. Vestnik of St Petersburg University. Philosophy and Conflict Studies, 33(2), 242–253. (In Russian).

Osorina, M. V. (2019). The secret world of children in the adult world. Piter. (In Russian).

Propp, V. (2021). Morphology of the Magic Tale; Historical Roots of the Magic Tale; Russian Heroic Epic. Azbuka, Azbuka-Attikus. (In Russian).

Serkin, V. (2021). The mindset of a shaman. AST. (In Russian).

Share of internet users worldwide who play video games on any device as of 3rd quarter 2021, by age group and gender. (2022). Statista.

Taratuta, E. E. (2007). Virtual reality philosophy. SPGU, Aporia series. (In Russian).

Terentev, A. A. (2011). Buddhist philosophy. Oriental Literature. (In Russian).

Vermeulen, T., & van der Akker, R. (2019). Metamodernism. Historicism, Affect and Depth after Postmodernism. RIPOL Classic. (In Russian).

Virtual Reality (VR). (2022, November 23). (In Russian).

Vogler, C. (2019). The Writer's Journey: Mythic Structure for writers. Alpina non-fiction. (In Russian).

Yatsyuk, O. G. (2009). Multimedia Technology in Design Culture: A Humanistic Perspective [Doctoral Thesis]. All-Russian Research Institute of Technical Aesthetics. (In Russian).

Zemtsovsky, I. I. (2015). “Do it with Propp” (Memoirs from the series “V.J. Propp in America”). Academic notes of Petrozavodsk University, 5, 70–72. (In Russian).

Zizek, S. (2005). Interpassivity. Desire: Attraction. Multiculturalism. Aletheia. (In Russian).

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.