This article asserts that global dynamism processes occurring in all the spheres of society can’t be explained today applying social laws in classic and non-classic theories. The terms as «law», «appropriateness», «rule» and «logic» are losing their gnosiological potential. That is why cultural-civilize processes are considered by the authors from the point of socio-cultural projecting what allows not to interpret but to model events by means of technology. One of these socio-cultural technologies is a game. This article considers the game as technology, cultural universal, basic and engine of cultural-civilize process. The game is understood by the authors as existence for «culture» and «civilization» modi. Apprehending the game as a free movement (wider concept - as every movement at all), the authors focused on its irrational nature. The game as they think is an «entelechy» of cultural-civilize process; it is universal system forming principle of Cosmos formation, eternal process containing essence in its own. The authors carry out the comparative analysis of philosophical game concepts in its dynamics, show influence of modern society on game process transformation, and on the contrary - influence of the game on society’s transformation; they introduce and discover social and philosophical essence and potential of the terms as «orgaistic game» and «organized game», define game’s structural elements, players and anti-players. The special attention is paid to game types as «male», «female» and game figure of Trixter (it «erases» dualism of «male» and «female» game types), also bearer of orgaistic inception who realizes idea of self-development as essence basic for cultural-civilize process
Translated title of the contributionGame as a socio-cultural phenomenon
Original languageRussian
Pages (from-to)14-24
Number of pages11
JournalДискуссия
Issue number7(48)
Publication statusPublished - 2014

    Level of Research Output

  • VAK List

    GRNTI

  • 17.07.00

ID: 6491230