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<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">RUDN Journal of Studies in Literature and Journalism</journal-id><journal-title-group><journal-title xml:lang="en">RUDN Journal of Studies in Literature and Journalism</journal-title><trans-title-group xml:lang="ru"><trans-title>Вестник Российского университета дружбы народов. Серия: Литературоведение. Журналистика</trans-title></trans-title-group></journal-title-group><issn publication-format="print">2312-9220</issn><issn publication-format="electronic">2312-9247</issn><publisher><publisher-name xml:lang="en">Peoples’ Friendship University of Russia named after Patrice Lumumba (RUDN University)</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">33292</article-id><article-id pub-id-type="doi">10.22363/2312-9220-2022-27-4-823-832</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>JOURNALISM</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>Журналистика</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">Analysis of Russian and global game studies: ludology vs. narratology</article-title><trans-title-group xml:lang="ru"><trans-title>Анализ российских и глобальных исследований игр: игровая механика и развитие нарратива</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-6722-2431</contrib-id><name-alternatives><name xml:lang="en"><surname>Pugachev</surname><given-names>Andrei A.</given-names></name><name xml:lang="ru"><surname>Пугачев</surname><given-names>Андрей Алексеевич</given-names></name></name-alternatives><bio xml:lang="en"><p>PhD scholar, Department of Mass Communication, Philological Faculty</p></bio><bio xml:lang="ru"><p>аспирант, кафедра массовых коммуникаций, филологический факультет</p></bio><email>quadriptych@gmail.com</email><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">Peoples’ Friendship University of Russia (RUDN University)</institution></aff><aff><institution xml:lang="ru">Российский университет дружбы народов</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2022-12-15" publication-format="electronic"><day>15</day><month>12</month><year>2022</year></pub-date><volume>27</volume><issue>4</issue><issue-title xml:lang="en">VOL 27, NO4 (2022)</issue-title><issue-title xml:lang="ru">ТОМ 27, №4 (2022)</issue-title><fpage>823</fpage><lpage>832</lpage><history><date date-type="received" iso-8601-date="2023-01-15"><day>15</day><month>01</month><year>2023</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2022, Pugachev A.A.</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2022, Пугачев А.А.</copyright-statement><copyright-year>2022</copyright-year><copyright-holder xml:lang="en">Pugachev A.A.</copyright-holder><copyright-holder xml:lang="ru">Пугачев А.А.</copyright-holder><ali:free_to_read xmlns:ali="http://www.niso.org/schemas/ali/1.0/"/><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">https://creativecommons.org/licenses/by-nc/4.0</ali:license_ref></license></permissions><self-uri xlink:href="https://journals.rudn.ru/literary-criticism/article/view/33292">https://journals.rudn.ru/literary-criticism/article/view/33292</self-uri><abstract xml:lang="en"><p style="text-align: justify;">The author reviews the past-to-present academic literature on game studies from the perspective of ludology and narratology. The academic study of video games has grown substantially since 2001 - the year Game Studies started publishing its first articles. Yet both ludology and narratology remain a particularly new field, especially in the Russian academic field, and many of its discussed themes have yet to attain widespread recognition. The academic articles published between 2017 and 2022 were reviewed to provide understanding of the current state of the research on ludology and narratology in various research areas. The corpus was gathered by searching publications in international database Scopus. Each article was categorized according to the type of database, period of time, the country of publication, the field of study and the frequency of citations. The applied method of quantitative research allows tracking the development of research within five years in the field of game studies. Several proposals for further research in this field were put forward. The main hypothesis of this work is that one type of methodology is more applicable than the other, considering the background. The author concludes that one type of methodology can prevail in research - depending on the region of the published article.</p></abstract><trans-abstract xml:lang="ru"><p style="text-align: justify;">Рассматривается научная литература по изучению игр с точки зрения лудологии и нарратологии. Количество академических исследований, посвященных проблеме видеоигр, значительно возросло с 2001 года, когда по теме Game Studies начали публиковаться первые статьи. Тем не менее как лудология, так и нарратология остаются достаточно неизученной областью, особенно в российском академическом поле, и многие из обсуждаемых тем еще не получили широкого признания. Проанализированы научные статьи, опубликованные в период с 2017 по 2022 год, для получения представления о текущем состоянии исследований по лудологии и нарратологии в различных научных областях. Корпус собран путем поиска публикаций в международной базе данных Scopus. Каждая статья классифицирована по типу базы данных, периоду времени, стране публикации, области исследования и частоте цитирования. Примененный метод количественного исследования позволяет проследить развитие исследований в течение пяти лет в области видеоигр. Выдвинуты несколько предложений по дальнейшим исследованиям в этой области. Основная гипотеза данной работы заключается в том, что один тип методологии применяется чаще, чем другой, если смотреть на историю функционирования рынка в прошлом. Установлено, что в исследованиях может преобладать один тип методологии - в зависимости от региона опубликованной статьи.</p></trans-abstract><kwd-group xml:lang="en"><kwd>ludology</kwd><kwd>game studies</kwd><kwd>computer games</kwd><kwd>online-media</kwd><kwd>entertainment</kwd><kwd>gameplay</kwd><kwd>narratology</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>лудология</kwd><kwd>игровые исследования</kwd><kwd>компьютерные игры</kwd><kwd>онлайн-СМИ</kwd><kwd>развлечения</kwd><kwd>геймплей</kwd><kwd>нарратология</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><mixed-citation>Aarseth, Espen J. Norwegia - 2001. Computer Game Studies, Year One. Game Studies. Retrieved August 15, 2022, from http://gamestudies.org/0101/editorial.html</mixed-citation></ref><ref id="B2"><label>2.</label><mixed-citation>Ahmed, I., Imran, M., Ramayah, T., Osama, A., &amp; Nasser, A. (2017). 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