<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE root>
<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 Political Science</journal-id><journal-title-group><journal-title xml:lang="en">RUDN Journal of Political Science</journal-title><trans-title-group xml:lang="ru"><trans-title>Вестник Российского университета дружбы народов. Серия: Политология</trans-title></trans-title-group></journal-title-group><issn publication-format="print">2313-1438</issn><issn publication-format="electronic">2313-1446</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">45138</article-id><article-id pub-id-type="doi">10.22363/2313-1438-2025-27-2-171-191</article-id><article-id pub-id-type="edn">MGCSMK</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>POLITICAL GAME STUDIES</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>ПОЛИТИЧЕСКОЕ ИГРОВЕДЕНИЕ</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">State Policy in the Field of Video Games: Approaches and Prospects</article-title><trans-title-group xml:lang="ru"><trans-title>Государственная политика в сфере видеоигр: подходы и перспективы</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-6563-044X</contrib-id><name-alternatives><name xml:lang="en"><surname>Fedorchenko</surname><given-names>Sergey N.</given-names></name><name xml:lang="ru"><surname>Федорченко</surname><given-names>Сергей Николаевич</given-names></name></name-alternatives><bio xml:lang="en"><p>Doctor of Political Sciences, Associate professor, Department of History and Theory of Politics, Faculty of Political Science</p></bio><bio xml:lang="ru"><p>доктор политических наук, доцент кафедры истории и теории политики, факультет политологии</p></bio><email>s.n.fedorchenko@mail.ru</email><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">Lomonosov Moscow State University</institution></aff><aff><institution xml:lang="ru">Московский государственный университет имени М.В. Ломоносова</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2025-07-11" publication-format="electronic"><day>11</day><month>07</month><year>2025</year></pub-date><volume>27</volume><issue>2</issue><issue-title xml:lang="en">Political Game Studies</issue-title><issue-title xml:lang="ru">Политическая наука об играх</issue-title><fpage>171</fpage><lpage>191</lpage><history><date date-type="received" iso-8601-date="2025-07-20"><day>20</day><month>07</month><year>2025</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2025, Fedorchenko S.N.</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2025, Федорченко С.Н.</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="en">Fedorchenko S.N.</copyright-holder><copyright-holder xml:lang="ru">Федорченко С.Н.</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/political-science/article/view/45138">https://journals.rudn.ru/political-science/article/view/45138</self-uri><abstract xml:lang="en"><p>The objective of the article is to identify the most pertinent approaches and prospects for state policy in the field of video games. The author’s methodological perspective includes the principles of critical discourse analysis of academic works, comparative study of case studies, and scenario techniques. The author discusses the liberal, conservative, and hybrid approaches to state video game policy. The author also underlines the difference between active and reactive video game policies. The identified approaches, issues, prospects, and aspects are updated in terms of their relevance to present Russian state policy tasks. The study also aims to define the ecumenical paradigm of state sovereignty. The importance of collaboration between the state, developer representatives, and the player community in regulating the industry and the video game market is emphasized. The author’s grasp of the political industrial phenomenon helps to describe the opportunities and risks of such contact. To better comprehend the prospects for the transition of Russian state video game policy, basic development scenarios are described.</p></abstract><trans-abstract xml:lang="ru"><p>Цель исследования - выявление наиболее важных подходов и перспектив государственной политики в сфере видеоигр. В качестве методологической оптики автор обращается к принципам критического дискурс-анализа академических работ, сравнительного анализа кейс-стади и приема сценариотехник. Среди наиболее значимых направлений государственной видеоигровой политики автором выделены либеральный, консервативный и гибридный подходы. Кроме того, акцентируется отличие активной видеоигровой политики от ее реактивного варианта. Выявленные подходы, проблемы, перспективы и аспекты актуализируются с точки зрения значимости для задач государственной политики современной России. Также предпринята попытка концептуализации ойкуменной модели государственного суверенитета. Обоснована важность сотрудничества государства, представителей разработчиков и сообщества игроков в регулировании индустрии и рынка видеоигр. Перспективы и риски такого взаимодействия обозначены через авторское осмысление феномена политической индустрии. Для понимания перспектив трансформации российской государственной видеоигровой политики определены базовые сценарии ее развития.</p></trans-abstract><kwd-group xml:lang="en"><kwd>state video game policy</kwd><kwd>video games</kwd><kwd>computer games</kwd><kwd>regulation</kwd><kwd>video game market</kwd><kwd>sovereignty</kwd><kwd>political industry</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>государственная видеоигровая политика</kwd><kwd>видеоигры</kwd><kwd>компьютерные игры</kwd><kwd>регулирование</kwd><kwd>рынок видеоигр</kwd><kwd>суверенитет</kwd><kwd>политическая индустрия</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><citation-alternatives><mixed-citation xml:lang="en">Al-­Rawi, A. (2024). The Development of Video Game Representations of the Middle East. Games and Culture. https://doi.org/10.1177/15554120241255425. EDN: DTQRND</mixed-citation><mixed-citation xml:lang="ru">Ашин Г.К. Доктрина массового общества. Москва : Политиздат, 1971.</mixed-citation></citation-alternatives></ref><ref id="B2"><label>2.</label><citation-alternatives><mixed-citation xml:lang="en">Ashin, G.K. (1971). Doctrine of mass society. Moscow: Politizdat. (In Russian).</mixed-citation><mixed-citation xml:lang="ru">Белов С.И. Перспективы использования видеоигр и индустрии их производства как инструмента политики памяти с точки зрения профильных органов государственной власти и НКО // Вопросы политологии. 2021. Т. 11, № 10 (74). С. 2747-2753. https://doi.org/10.35775/PSI.2021.74.10.007. EDN: DONIYS</mixed-citation></citation-alternatives></ref><ref id="B3"><label>3.</label><citation-alternatives><mixed-citation xml:lang="en">Becerra, M., &amp; Waisbord, S.R. (2021). The curious absence of cybernationalism in Latin America: Lessons for the study of digital sovereignty and governance. Communication and the Public, 6(1–4), 67–79. https://doi.org/10.1177/20570473211046730. EDN: JRSZPA</mixed-citation><mixed-citation xml:lang="ru">Бесчастнов Н.Н., Егоров К.Ю. Политика КНР в сфере регулирования рынка компьютерных игр (социальный и культурный аспекты) // Теория и практика общественного развития. 2023. № 5 (181). С. 25-30. https://doi.org/10.24158/tipor.2023.5.2. EDN: UJTZML</mixed-citation></citation-alternatives></ref><ref id="B4"><label>4.</label><citation-alternatives><mixed-citation xml:lang="en">Belov, S.I. (2021). Prospects for the Use of Video Games and the Industry of Their Production as a Tool of Memory Policy from the Point of View of Relevant Government Bodies and NGO. Political Science Issues, 11(10), 2747–2753. (In Russian). https://doi.org/10.35775/PSI.2021.74.10.007. EDN: DONIYS</mixed-citation><mixed-citation xml:lang="ru">Липпман У. Общественное мнение / пер. с англ. Е. Абаевой. Москва : АСТ, 2023.</mixed-citation></citation-alternatives></ref><ref id="B5"><label>5.</label><citation-alternatives><mixed-citation xml:lang="en">Beschastnov, N.N., &amp; Egorov, K.Yu. (2023). China᾿s policy in regulating the computer games market (social and cultural aspects). Theory and practice of social development, (5), 25–30. (In Russian). https://doi.org/10.24158/tipor.2023.5.2. EDN: UJTZML</mixed-citation><mixed-citation xml:lang="ru">Мелентьев М.Ю. Государственное воздействие на рынок видеоигр в России // Креативная экономика. 2022. Т. 16, № 8. С. 3211-3224. https://doi.org/10.18334/ce.16.8.116134. EDN: FBGHII</mixed-citation></citation-alternatives></ref><ref id="B6"><label>6.</label><citation-alternatives><mixed-citation xml:lang="en">Colder Carras, M., &amp; Stavropoulos, V. et al. (2021). Draconian policy measures are unlikely to prevent disordered gaming. Journal of Behavioral Addictions, 10(4), 849–853. https://doi.org/10.1556/2006.2021.00075. EDN: GICFWW</mixed-citation><mixed-citation xml:lang="ru">Расторгуев С.П. Планирование и моделирование информационной операции // Информационные войны. 2014. № 1 (29). С. 2-10. EDN: RUXFYP</mixed-citation></citation-alternatives></ref><ref id="B7"><label>7.</label><citation-alternatives><mixed-citation xml:lang="en">Enzensberger, G. (2016). The Industry of Consciousness. Elements of Media Theory. Moscow: Ad Marginem Press. (In Russian).</mixed-citation><mixed-citation xml:lang="ru">Федорченко С.Н. Политическое кодирование: постановка проблемы и компаративистика коммуникационных технологий управления массовым сознанием // Журнал политических исследований. 2017. Т. 1, № 3. С. 44-78. EDN: ZWHAPZ</mixed-citation></citation-alternatives></ref><ref id="B8"><label>8.</label><citation-alternatives><mixed-citation xml:lang="en">Fedorchenko, S.N. (2017). Political coding: problem statement and comparative studies of communication technologies for managing mass consciousness. Journal of Political Research, 1(3), 44–78. (In Russian). EDN: ZWHAPZ</mixed-citation><mixed-citation xml:lang="ru">Федорченко С.Н. Государство-­цивилизация в цифровой ойкумене // Журнал политических исследований. 2023. Т. 7, № 1. С. 3-26. https://doi.org/10.12737/2587-6295-2023-7-1-3-26. EDN: YDIBNI</mixed-citation></citation-alternatives></ref><ref id="B9"><label>9.</label><citation-alternatives><mixed-citation xml:lang="en">Fedorchenko, S.N. (2023). State-­civilization in the digital oikumene. Journal of Political Research, 7(1), 3–26. (In Russian). https://doi.org/10.12737/2587-6295-2023-7-1-3-26. EDN: YDIBNI</mixed-citation><mixed-citation xml:lang="ru">Хейзинга Й. Homo ludens. Человек играющий / пер. с нидерл. Д.В. Селиверстова. Санкт-­Петербург : Азбука, Азбука-­Аттикус, 2021.</mixed-citation></citation-alternatives></ref><ref id="B10"><label>10.</label><citation-alternatives><mixed-citation xml:lang="en">Gutwenger, L. et al. (2024). Politics in Games — An Overview and Classification. 2024 IEEE Gaming, Entertainment, and Media Conference (GEM). Turin, 1–4. https://doi.org/10.1109/GEM61861.2024.10585741.</mixed-citation><mixed-citation xml:lang="ru">Хоркхаймер М., Адорно Т. Культурная индустрия. Просвещение как способ обмана масс / пер. с нем. 2-е изд. Москва : Ад Маргинем Пресс, 2024.</mixed-citation></citation-alternatives></ref><ref id="B11"><label>11.</label><citation-alternatives><mixed-citation xml:lang="en">Huizinga, J. (2021). Homo ludens. Man playing. Translated from Dutch by D.V. Seliverstov. Saint-­Petersburg: Azbuka, Azbuka-­Attikus. (In Russian).</mixed-citation><mixed-citation xml:lang="ru">Энценсбергер Г. Индустрия сознания. Элементы теории медиа. Москва : Ад Маргинем Прессс, 2016.</mixed-citation></citation-alternatives></ref><ref id="B12"><label>12.</label><citation-alternatives><mixed-citation xml:lang="en">Horkheimer, M., &amp; Adorno, T. (2024). The cultural industry. Enlightenment as a way to deceive the masses (2nd ed.). Translated from German. Moscow: Ad Marginem Press. (In Russian).</mixed-citation><mixed-citation xml:lang="ru">Al-­Rawi A. The Development of Video Game Representations of the Middle East // Games and Culture. 2024. https://doi.org/10.1177/15554120241255425. EDN: DTQRND</mixed-citation></citation-alternatives></ref><ref id="B13"><label>13.</label><citation-alternatives><mixed-citation xml:lang="en">Jiang, Q.L., &amp; Fung, A.Y. (2017). Games With a continuum: globalization, regionalization, and the nation-­state in the development of China’s online game industry. Games and Culture, 14, 801–824. https://doi.org/10.1177/1555412017737636.</mixed-citation><mixed-citation xml:lang="ru">Becerra M., Waisbord S.R. The curious absence of cybernationalism in Latin America: Lessons for the study of digital sovereignty and governance // Communication and the Public. 2021. Vol. 6. Iss. 1-4. P. 67-79. https://doi.org/10.1177/20570473211046730. EDN: JRSZPA</mixed-citation></citation-alternatives></ref><ref id="B14"><label>14.</label><citation-alternatives><mixed-citation xml:lang="en">Kiraly, O., Griffiths, M.D. et al. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of behavioral addictions, 7(3), 503–517. https://doi.org/10.1556/2006.6.2017.050.</mixed-citation><mixed-citation xml:lang="ru">Colder Carras M., Stavropoulos V. et al. Draconian policy measures are unlikely to prevent disordered gaming // Journal of Behavioral Addictions. 2021. Vol. 10. Iss. 4. P. 849-853. https://doi.org/10.1556/2006.2021.00075. EDN: GICFWW</mixed-citation></citation-alternatives></ref><ref id="B15"><label>15.</label><citation-alternatives><mixed-citation xml:lang="en">Kwet, M. (2019). Digital colonialism: US empire and the new imperialism in the Global South. Race &amp; Class. 60(4), 3–26. https://doi.org/10.1177/03063968188231.</mixed-citation><mixed-citation xml:lang="ru">Gutwenger L. et al. Politics in Games - An Overview and Classification // 2024 IEEE Gaming, Entertainment, and Media Conference (GEM). Turin. 2024. P. 1-4. https://doi.org/10.1109/GEM61861.2024.10585741.</mixed-citation></citation-alternatives></ref><ref id="B16"><label>16.</label><citation-alternatives><mixed-citation xml:lang="en">Lippmann, W. (2023). Public opinion. Translated from English by E. Abaeva. Moscow: AST. (In Russian).</mixed-citation><mixed-citation xml:lang="ru">Jiang Q.L., Fung A.Y. Games With a continuum: globalization, regionalization, and the nation-­state in the development of China’s online game industry // Games and Culture. 2017. Vol. 14. P. 801-824. https://doi.org/10.1177/1555412017737636.</mixed-citation></citation-alternatives></ref><ref id="B17"><label>17.</label><citation-alternatives><mixed-citation xml:lang="en">Mailland, J. (2024). The Game That Never Ends: How Lawyers Shape the Videogame Industry. Cambridge, London: The MIT Press. 10.7551/mitpress/13395.001.0001</mixed-citation><mixed-citation xml:lang="ru">Kiraly O., Griffiths M.D. et al. Policy responses to problematic video game use: A systematic review of current measures and future possibilities // Journal of behavioral addictions. 2018. Vol. 7. Iss. 3. P. 503-517. https://doi.org/10.1556/2006.6.2017.050.</mixed-citation></citation-alternatives></ref><ref id="B18"><label>18.</label><citation-alternatives><mixed-citation xml:lang="en">Melentyev M.Yu. (2022). State influence on the video game market in Russia. Creative Economy, 16(8), 3211–3224. https://doi.org/10.18334/ce.16.8.116134. EDN: FBGHII</mixed-citation><mixed-citation xml:lang="ru">Kwet M. Digital colonialism: US empire and the new imperialism in the Global South // Race &amp; Class. 2019. Vol. 60, no. 4. P. 3-26. https://doi.org/10.1177/03063968188231.</mixed-citation></citation-alternatives></ref><ref id="B19"><label>19.</label><citation-alternatives><mixed-citation xml:lang="en">Piggott, J.A.J. (2019). The Impact of Censorship on the ‘Historical’ Video-­Game. Reinvention: an International Journal of Undergraduate, 12(2). https://doi.org/10.31273/reinvention.v12i2.360.</mixed-citation><mixed-citation xml:lang="ru">Mailland J. The Game That Never Ends: How Lawyers Shape the Videogame Industry. Cambridge, London: The MIT Press, 2024.</mixed-citation></citation-alternatives></ref><ref id="B20"><label>20.</label><citation-alternatives><mixed-citation xml:lang="en">Rastorguev, S.P. (2014). Planning and modeling of information operations. Information wars, (1), 2–10. (In Russian). EDN: RUXFYP</mixed-citation><mixed-citation xml:lang="ru">Piggott J.A.J. The Impact of Censorship on the ‘Historical’ Video-­Game // Reinvention: an International Journal of Undergraduate. 2019. Vol. 12. Iss. 2. https://doi.org/10.31273/reinvention.v12i2.360.</mixed-citation></citation-alternatives></ref><ref id="B21"><label>21.</label><citation-alternatives><mixed-citation xml:lang="en">Robertson, K. (2008). An analysis of the video game regulation harmonization effort in the European Union and its Trans-­Atlantic chilling effect on constitutionally protected expression. Boston College Intellectual Property &amp; Technology Forum, 1–20.</mixed-citation><mixed-citation xml:lang="ru">Robertson K. An Analysis of the Video Game Regulation Harmonization Effort in the European Union and Its Trans-­Atlantic Chilling Effect on Constitutionally Protected Expression // Boston College Intellectual Property &amp; Technology Forum. 2008. P. 1-20.</mixed-citation></citation-alternatives></ref><ref id="B22"><label>22.</label><citation-alternatives><mixed-citation xml:lang="en">Robinson, N. (2012). Video games and violence: legislating on the politics of confusion. The Political Quarterly, 83(2). 414–423. https://doi.org/10.1111/j.1467-923X.2012.02271.x.</mixed-citation><mixed-citation xml:lang="ru">Robinson N. Video games and violence: legislating on the politics of confusion // The Political Quarterly. 2012. Vol. 83. Iss. 2. P. 414-423. https://doi.org/10.1111/j.1467-923X.2012.02271.x.</mixed-citation></citation-alternatives></ref><ref id="B23"><label>23.</label><citation-alternatives><mixed-citation xml:lang="en">Volodenkov, S.V., Fedorchenko, S.N., Belov, S.I., &amp; Karlyavina, E.V. (2024). The Russian political elite and power image constructing peculiarities in contemporary video games (on the Metro Exodus materials). ΠΡΑΞΗMΑ. Journal of Visual Semiotics, 2, 57–78. https://doi.org/10.23951/2312-7899-2024-2-57-78. EDN: JYOENH</mixed-citation><mixed-citation xml:lang="ru">Volodenkov S.V., Fedorchenko S.N., Belov S.I., Karlyavina E.V. The Russian political elite and power image constructing peculiarities in contemporary video games (on the Metro Exodus materials) // ΠΡΑΞΗMΑ. Проблемы визуальной семиотики (ΠΡΑΞΗMΑ. Journal of Visual Semiotics). 2024. Вып. 2 (40). С. 57-78. https://doi.org/10.23951/2312-7899-2024-2-57-78. EDN: JYOENH</mixed-citation></citation-alternatives></ref><ref id="B24"><label>24.</label><citation-alternatives><mixed-citation xml:lang="en">Xiao, L.Y. (2022). Reserve your judgment on «Draconian» Chinese video gaming restrictions on children. Journal of Behavioral Addictions, 11(2), 249–255. https://doi.org/10.1556/2006.2022.00022. EDN: MXUTFI</mixed-citation><mixed-citation xml:lang="ru">Xiao L.Y. Reserve your judgment on «Draconian» Chinese video gaming restrictions on children // Journal of Behavioral Addictions. 2022. Vol. 11. Iss. 2. P. 249-255. https://doi.org/10.1556/2006.2022.00022. EDN: MXUTFI</mixed-citation></citation-alternatives></ref><ref id="B25"><label>25.</label><citation-alternatives><mixed-citation xml:lang="en">Zhou, X., Liao, M., Gorowska, M., &amp; Chen, X., Li, Y. (2024). Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy. Journal of Behavioral Addictions, 13(2), 687–692. https://doi.org/10.1556/2006.2024.00021. EDN: LCAQVY</mixed-citation><mixed-citation xml:lang="ru">Zhou X., Liao M., Gorowska M., Chen X., Li Y. Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy // Journal of Behavioral Addictions. 2024. Vol. 13. Iss. 2. P. 687-692. https://doi.org/10.1556/2006.2024.00021. EDN: LCAQVY</mixed-citation></citation-alternatives></ref></ref-list></back></article>
