DOI: 10.36871/hon.202101005
Authors
M. I. Kozyakova
Mikhail Shchepkin Higher Theatre School (Institute)
of The State Academic Maly Theatre of Russia, Moscow, Russian Federation
Abstract
The beginning of the information age is associated with the intensive development of
fundamentally new information technologies. On their basis, the screen culture is formed
generating the formation and development of the virtual reality sphere. This artificially
created space is a consequence of scientific progress, the result of technological innovations.
Virtual reality is currently perceived as an integral part of social life, as a socio-cultural
environment, as a living space of a person. In turn, the virtual environment affects the
man himself. The impact of this sphere is one of the central moments in the profound
transformations of the lifestyle and mentality of our contemporary. In this regard, there are
complex problems associated with understanding the expansion of screen technology, with
the paradox of the existence of artificial worlds.
Virtual reality is becoming more and more widespread in various fields, including
art, especially cinema, gaming and entertainment. Being an integral attribute of modern
civilization, it has a contradictory, paradoxical character. It is marked by an anthropic
principle, a variety of interpretations, and polarization of social assessments. The article
considers its genetically mediated features, ontological, social, axiological and communication
aspects. As a result of this analysis, conclusions are drawn about the emergence of new
trends in social life and in art.
Keywords
information society, technologies, virtuality, virtual reality, virtual worlds, paradoxicality, television, Internet, cinema