Preview

Nauchnyi dialog

Advanced search

Contemporary Song Poetry as a Gaming Stream: Subjective Identification of Rock Hero

https://doi.org/10.24224/2227-1295-2026-15-2-275-299

Abstract

This article explores the specifics of subjective organization in contemporary Belarusian and Russian rock poetry mediated by current gaming strategies. The author pays particular attention to understanding the problem of (self-)identification of the lyrical subject under conditions of fidgetalization, mediatization, and gamification of culture. Comparative analysis results are presented for verbal subtexts from musical groups such as “Vihilija,” “Niamiha,” “Bjarla,” and “Khren” over the period 2021–2025. The role of autocommunication and polyphonic constructs in shaping the image of the game-consciousness-and-speech subject as heir to the role-playing hero is discussed. Verification emphasis is placed on determining the impact of streaming communication strategies and computer-game aesthetics on rock poetics. The relevance of this study stems from the need for scientific comprehension of the relationship between transformations in the subjective organization of rock texts and crises in traditional forms of subjectivity. Concepts introduced include game rock stream, auto-communicative game code, nonsubjective player-hero. It has been demonstrated that the rock hero evolves from monologic “I-the Prophet” to modulated game projection. A classification of lyrical subject's game strategies is proposed: avatar-based, narrative-role-playing, auto-communicative, transmedia. An overview is provided regarding representation of one's own / other / alien consciousness within the focus of existential-virtual artistic being.

About the Author

E. V. Loktevich
Belarusian State University
Belarus

Ekaterina V. Loktevich, PhD in Philology, Associate Professor, Department of Literary  and Artistic Criticism 

Minsk



References

1. Abrosimova, E. A. (2020). Modern Hypertext Poetry: Aspects of Relations between Author’s Text and Internet Resources. Nauchnyi dialog, 8: 9—28. https://doi.org/10.24224/2227-1295-2020-8-9-28. (In Russ.).

2. Assman, A. (2014). The long shadow of the past: Memorial culture and historical policy. Moscow: New Literary Review. 328 p. ISBN 978-5-4448-0146-8. (In Russ.).

3. Avanesov, S. S., Speshilova, E. I. (2012). Anthropology of the game. Bulletin of TSPU, 4 (119): 208—213. (In Russ.).

4. Bakhtin, M. M. (2002). “Problems of Dostoevsky’s poetics”, 1963. Works of the 1960s — 1970s. In: Collected works: in 7 volumes, 6. Moscow: Russian dictionaries; Languages of Slavic culture. 799 p. ISBN 5-98010-001-6. (In Russ.).

5. Bakhtin, M. M. (2003). Philosophical aesthetics of the 1920s. In: Collected works: in 7 volumes, 1. Moscow: Russian dictionaries; Languages of Slavic culture. 955 p. ISBN 5-98010-006-7. (In Russ.).

6. Belyaeva, L. A., Novikova, O. N. (2018). “The man playing” in the postmodern era. Ideas and ideals, 3 (2): 82—95. DOI: 10.17212/2075-0862-2018-3.2-82-95. (In Russ.).

7. Buglak, S. S., Latypova, A. R., Lenkevich, A. S., Ocheretyaniy, K. A., Skomorokh, M. M. (2017). The image of the Other in computer games. Bulletin of St. Petersburg State University. Philosophy and conflictology, 33 (2): 242—253. DOI: 10.21638/11701/spbu17.2017.212. (In Russ.).

8. Domansky, Yu. V. (2023). Rock poetics: a monograph. Moscow: Editus. 206 p. ISBN 978-5-00217-060-9. (In Russ.).

9. Galkin, D. V. (2007). Computer games as a phenomenon of modern culture: the experience of interdisciplinary research. Humanitarian Informatics, 3: 54—72. (In Russ.).

10. Gavrikov, V. A. (2012). Russian song poetry of the second half of the XX — beginning of the XXI centuries as a text (the problem of the interaction of literature with other forms of art). Author’s abstract of Doct. Diss. Ivanovo. 41 p. (In Russ.).

11. Gorelov, O. S. (2022). Stream as a metapoetic performance. Bulletin of the Ivanovo State University. Series: Humanities, 4: 5—14. DOI: 10.46726/H.2022.4.1. (In Russ.).

12. Ilyin, E. P. (2001). Emotions and feelings. Saint Petersburg: Peter. 752 p. ISBN 5-318-00236-6. (In Russ.).

13. Ivanov, D. I. (2015). Logocentric model of rock text in the context of studying synthetic linguistic personality. Bulletin of the VSU. Series: Linguistics and Intercultural communication, 4: 95—100. (In Russ.).

14. Ivanova, Yu. M. (2009). Strategies of interaction in a text role-playing game. Bulletin of the Chelyabinsk State University. Philology. Art history, 35 / 30 (168): 94—101. (In Russ.).

15. Karpov, D. L. (2023). Lyrical hero in rock poetry. Bulletin of the Russian State University. A series of Literary Studies. Linguistics. Cultural studies, 3: 71—80. DOI: 10.28995/2686-7249-2023-3-71-80. (In Russ.).

16. Kazakova, N. Y. (2017). Game design (an artistic and design approach to creating a digital gaming environment). Doct. Diss. Moscow. 497 p. (In Russ.).

17. Kharitonov, O. S. (2023). Synthetic approach as a method of studying Russian song poetry of the late XX — early XXI centuries. Bulletin of the State University of Humanities and Technology, 1: 162—170. (In Russ.).

18. Korman, B. O. (1992). Selected works on the theory and history of literature. Izhevsk: Publishing House of Udm. University. 236 p. (In Russ.).

19. Korman, B. O. (2003). A workshop on the study of an artistic work. Izhevsk: IPK Publishing House; PRO UR. 88p . (In Russ.).

20. Korshunov, V. V. (2021). Digital man: a new viewer and a new character. International Journal of Cultural Studies, 2 (43): 21—33. DOI: 10.52173/2079-1100_2021_2_21. (In Russ.).

21. Kukulin, I. (2020). The Internet and the heterochrony of modern Russian poetry. Russian Literature, 116: 41—66. DOI: 10.1016/j.ruslit.2020.09.003. (In Russ.).

22. Lebedev, I. E., Sula, B. A., Muraya, E. N. (2024). Mathematical models of mixed distribution in game theory. East European Scientific Journal, 3 (100): 12—15. DOI: 10.31618/ESSA.2782-1994.2024.1.100.453. (In Russ.).

23. Loktevich, E. V. (2024). Modern Russian original rock poetry: transformation of the subjective paradigm: a monograph. Moscow: INFRA-M. 199 p. (In Russ.).

24. Lotman, Yu. M. (1970). The structure of a literary text. Moscow: Iskusstvo Publ. 387 p. (In Russ.).

25. Lotman, Yu. M. (2000). Semiosphere. Saint Petersburg: Iskusstvo-SPb. 704 p. ISBN 5-210-01488-6. (In Russ.).

26. Maslennikova, E. M. (2022). Reader’s projection of the text as its interpretation: “iving knowledge” and the internal context. Ethnopsycholinguistics, 1 (8): 35—49. DOI: 10.31249/epl/2022.01.03. (In Russ.).

27. Morkvina, E. A. (2023). The narrative structure of a game book as a type of hypernarrative. Bulletin of Tomsk State University. Philology, 81: 113—131. DOI: 10.17223/19986645/81/6. (In Russ.).

28. Moshkov, N. A. (2011). The evolution of dramatic techniques used in computer games. Proceedings of the Russian State University named after A. I. Herzen, 131: 295—300. (In Russ.).

29. Mukarzhovskiy, J. (1994). Studies on aesthetics and theory of art. Moscow: Iskusstvo Publ. 606 p. ISBN 5-210-01299-9. (In Russ.).

30. Novikova, O. N. (2017). Virtual game world as a simulacrum of life. Humanitarian Vector, 12 (3): 23—29. DOI: 10.21209/1996-7853-2017-12-3-23-29. (In Russ.).

31. Papkovskaya, N. A. (2018). Phenomenon of popularity of Internet poetry through the study of its reader. Ural Philological Bulletin. Series: Draft: young Science, 5: 138—147. (In Russ.).

32. Popova, O. I., Sysoeva, T. L., Shikhov, I. A. (2024). Marketing strategy of promotion on the Internet. Fundamental research, 8: 93—97. DOI: 10.17513/fr.43665. (In Russ.).

33. Rymar, N. T. (2016). Poetics of the border in literature. Aesthetic and poetological aspects of the border as a phenomenon of artistic language. Siedlce: YSU Publishing House. 334 p. ISBN 978-83-64884-41-2. (In Russ.).

34. Samoilova, E. O., Shaev, Yu. M. (2016). Computer games as a virtual narrative. Historical, philosophical, political and legal sciences, cultural studies and art criticism. Questions of theory and practice, 2 (64): 171—173. (In Russ.).

35. Scholz, G. (2023). Lyrical poetry in the information society. Semiotic research. Semiotic studies, 3 (3): 39—44. DOI: 10.18287/2782-2966-2023-3-3-39-44. (In Russ.).

36. Selivanov, V. I. (1994). The discursive and communicative framework in a French journalistic article. Author’s abstract of PhD Diss. Moscow. 18 p. (In Russ.).

37. Skomorokh, M. M. (2014). Computer games and the utopia of interactivity: what gamers are capable of. International Journal of Cultural Studies, 2 (15): 53—60. (In Russ.).

38. Statkevich, I. A. (2010). Projection and interpretation in the structure of artistic perception. Bulletin of the Buryat State University. Philosophy, 6: 287—292. (In Russ.).

39. Sviridov, S. V. (2019). Everything is gone — two are left: about the Russian rock poetry of the 2000s. Russian rock poetry: text and context, 19: 6—26. (In Russ.).

40. Vinogradov, S. N. (2018). Logic of a role-playing computer game in the functioning and learning of the Russian language. Russian Studies, 16 (4): 398—411. DOI: 10.22363/2618-8163-2018 16-4-398-411. (In Russ.).

41. Yugai, I. I. (2008). Computer game as a genre of artistic creation at the turn of the XX—XXI centuries. PhD Diss. St. Petersburg. 226 p. (In Russ.).


Review

For citations:


Loktevich E.V. Contemporary Song Poetry as a Gaming Stream: Subjective Identification of Rock Hero. Nauchnyi dialog. 2026;15(2):275-299. (In Russ.) https://doi.org/10.24224/2227-1295-2026-15-2-275-299

Views: 371

JATS XML


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.


ISSN 2225-756X (Print)
ISSN 2227-1295 (Online)