The development of native cyber games / computer games in modern society: Terminological and legal problems in the context of public administration

Computer and video games are enumerated as a part of the creative industries in the Creative Industries Development Concept adopted in 2021 in the context of media development and digital content production. Computer games and computer sports (e-sports) develop talent, promote entrepreneurship, and...

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Bibliographic Details
Main Authors: Dmitriy L. Sivovolov, Artyom M. Shchepot'ev
Format: Article
Language:English
Published: Ekaterinburg Academy of Contemporary Art 2023-03-01
Series:Управление культурой
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Online Access:https://managing-culture.eaca.ru/archive/2023/1/10
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Summary:Computer and video games are enumerated as a part of the creative industries in the Creative Industries Development Concept adopted in 2021 in the context of media development and digital content production. Computer games and computer sports (e-sports) develop talent, promote entrepreneurship, and support digital trends. Gamedev (which is the creation and development of computer games) today faces a number of challenges related to socio-political processes, and in academic and legal discourse - the lack of terminological unity. The purpose of the article is to characterize the current stage in the development of computer games and cyber sports (e-sport), which is achieved through the analysis of regulatory and scientific texts, as well as a comparative study of the development of the industry in North Korea and Iran. The term “e-sports”, according to the authors, is more appropriate for describing the practice of creative industries compared to the term “e-sports”: an e-sports player operates in a single feedback loop “human/people” and “machine/computer”. It is important that the cybersportsman and the game constitute a cybernetic (in a broad sense, managerial) integrity. At the moment, the industry of computer games and eSports is facing problems of legal regulation, examination, and licensing. Cyber games in the Russian Federation are the subject of legal regulation of the Civil Code of the Russian Federation, but this is not enough to determine the rights to own, use and dispose of computer games. The experience of game development in countries that have many years of global isolation under economic sanctions shows that computer games and eSports are used as an important element in popularizing national values. And if North Korea demonstrates a focus on full IT autonomy (its own gadgets, gaming software), then in Iran the emphasis is on supporting the local production of computer games, in parallel with this, there is a tendency to circumvent sanctions. In the Russian Federation in 2021, a roadmap for digital development was developed, the use of information technologies to improve the quality of life and the conditions for doing business, where the task is to produce domestic computer games and Russian professional video content. The article is of interest to practitioners who develop their creative business in cyber-events (e-sports tournaments, digital competitions), as well as for researchers (sociologists, culturologists) whose object of study is Russian creative industries.
ISSN:2949-074X