The Panopticon for the Player: How Video Games Teach Us to Be Obedient

Danila S. Fomin –Liberal Arts University – University for Humanities (Yekaterinburg, Russia).
Year: 2026
UDK: 111.1:004.946
Pages: 161–169
Language: russian
Section: Philosophy
Keywords: video game, virtuality, control, space, game, reality
Abstract
The author of the article views video games as a controllable space, and the player as an object of control, from the standpoint of Michel Foucault’s philosophy. The paper explores the concept of control in philosophical anthropology, as well as its explicit manifestation in the realm of game studies. This perspective on the world of video games seeks to examine a lesser-known aspect of communication that encapsulates the interactions between game creators, players, and the digital realm of gaming. The analysis of games through the prism of rules and standards that govern the gameplay and imbue it with meaning as a cultural phenomenon has a strong foundation in scientific inquiry and research. This approach is rooted in the need to consider the digital, simulated environment in which the game operates, as well as the sociocultural, psychological, political, and other contexts that shape the narrative within which the player is immersed. These contexts are all intertwined with the game itself, creating a complex web of interconnected elements. Despite the fact that video game rules and regulations are based on sociocultural norms that are understandable and accepted in society and regulate interactions between actors in the in-game world, these same norms are subject to certain adjustments, primarily related to the identification of the player in this space and his perception of the above-mentioned rules in the video game environment. The analysis of control communication reveals a new ontological plane of video game spaces and the uniqueness of the experience acquired by the player in the process of interacting with the video game.
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