title: Post-apocalyptic environment and its reinterpretation in Death Stranding
metadata.name: dc.contributor.author
metadata.value: Sergeyeva, Olga V.
metadata.lang: -
metadata.name: dc.contributor.author
metadata.value: Miziryak, Nadezhda A.
metadata.lang: -
metadata.name: dc.date.accessioned
metadata.value: 2022-03-17T10:17:47Z
metadata.lang: -
metadata.name: dc.date.available
metadata.value: 2022-03-17T10:17:47Z
metadata.lang: -
metadata.name: dc.date.issued
metadata.value: 2021-12
metadata.lang: -
metadata.name: dc.identifier.citation
metadata.value: Sergeyeva O. V., Miziryak N. A. Post-apocalyptic environment and its reinterpretation in Death Stranding. Vestnik of Saint Petersburg University. Sociology, 2021, vol. 14, issue 4, pp. 330–343.
metadata.lang: en_GB
metadata.name: dc.identifier.other
metadata.value: https://doi.org/10.21638/spbu12.2021.403
metadata.lang: -
metadata.name: dc.identifier.uri
metadata.value: http://hdl.handle.net/11701/35808
metadata.lang: -
metadata.name: dc.description.abstract
metadata.value: Before becoming a reality, the technological environment exists in the projects and intentions
  of people. Sociologist S. Jasanoff offers the concept “sociotechnical imaginary”, which means
  ideas about the value of technologies and their future contribution to social development. The
  authors analyze some futuristic environment elements in the computer game Death Stranding
  based on this concept. The game embodies avant-garde solutions for establishing social communication
  infrastructure in a post-apocalyptic world. Death Stranding’s semantic emphasis,
  which was released before the pandemic, anticipated many of the risks and sentiments from
  the physical and social barriers of the COVID-19 period. The authors use Russian-language
  streams dedicated to Death Stranding as empirical material for the case analysis. The authors
  review the academic experience of those who have already studied the post-apocalypse presented
  in various popular texts (movies, novels, computer games). In mass culture stand out
  the narrative and visual templates of the post-apocalypse: division of spaces and characters
  into “spoiled/infected” and “pure”; wandering; attention to unusual details of everyday life
  and world order, aestheticization of ruins. When discussing habitat in Death Stranding, there
  are clear solidarizing and eco-friendly landmarks in the game narrative and mechanics: minimalistic
  consumption and the importance of recycling, discovery of new renewable resources,
  cooperative usage of infrastructure, the ineffectiveness of violence. According to the authors,
  the game’s habitat model brings new insights into contemporary sociotechnical imaginary.
metadata.lang: en_GB
metadata.name: dc.language.iso
metadata.value: ru
metadata.lang: en_GB
metadata.name: dc.publisher
metadata.value: St Petersburg State University
metadata.lang: en_GB
metadata.name: dc.relation.ispartofseries
metadata.value: Russian Management Journal;Volume 14; Issue 4
metadata.lang: -
metadata.name: dc.subject
metadata.value: social imaginary
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: computer games
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: environment
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: post-apocalypse
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: infrastructure
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: Death Stranding
metadata.lang: en_GB
metadata.name: dc.title
metadata.value: Post-apocalyptic environment and its reinterpretation in Death Stranding
metadata.lang: en_GB
metadata.name: dc.type
metadata.value: Article
metadata.lang: en_GB
resources.filename: 13043-Article Text-42123-1-10-20220309.pdf
resources.url: https://dspace.spbu.ru/bitstream/11701/35808/1/13043-Article%20Text-42123-1-10-20220309.pdf
resources.format: Adobe PDF
resources.size: 694,42 kB