From Gaming Engagement to Creative Thinking: A Cultural-Philosophical Analysis of Game Mechanics in Genshin Impact

Cover Page

Cite item

Full Text

Abstract

The article analyzes specific game mechanics in Genshin Impact that ensure a high level of player retention and emotional engagement, including an examination of interfaces, economic models, and narrative structures. The video game is considered a representative example of contemporary digital culture, embodying archetypal principles of play as described by J. Huizinga and R. Caillois. The subject of the study is the system of game mechanics that foster player retention and emotional involvement. Specific mechanics examined include the gacha system, models of artificial progression slowing, narrative techniques for fostering character attachment, and principles of game world and event design that sustain consistent player activity. The central focus of the work is the deconstruction of attention management mechanisms and the analysis of behavioral pattern formation. The methodological foundation includes case study analysis, hermeneutic analysis of game text, and the conceptual framework of bisociation theory. The study investigates mechanics such as the gacha system, artificial progression slowing, the "forty-second rule," and narrative design, examining them as a complex system of emotional and cognitive influence. The novelty of the research lies in the synthesis of a cultural-philosophical approach and game studies methodologies to identify the specifics of player engagement. The article implements a comparative analysis of classical play theories by J. Huizinga and R. Caillois with contemporary game design practices. A detailed investigation of Genshin Impact's game mechanics is conducted, not as isolated elements, but as a unified system whose synergistic effect ensures long-term engagement and the formation of regular play practices. It is established that the persuasiveness and retention potential of Genshin Impact are achieved through a nuanced combination of chance elements (alea), narrative immersion (mimicry), and the formation of ritualized practices, leading to the establishment of stable models of player behavior. The research results contribute to the understanding of video games' functioning as a sociocultural phenomenon and outline prospects for further study of the psychology of the gaming experience.

References

  1. Разумникова, О. М. Особенности селекции информации при креативном мышлении // Психология. Журнал ВШЭ. 2009. № 3. С. 134-161. EDN: PBGPEX.
  2. Хейзинга, Й. Homo ludens. Человек играющий. СПб.: Изд-во Ивана Лимбаха, 2011. 416 с. EDN: QPUPXF.
  3. Кайуа, Р. Игры и люди / [перевод с французского С. Зенькина]. Москва: Изд. АСТ, 2022. 288 с.
  4. Ветушинский, А. С. Игродром. Что нужно знать о видеоиграх и игровой культуре. Москва: Бомбора, 2021. 272 с.
  5. Rouse, R. Game design: theory & practice / by Richard Rouse III. 2nd ed. Texas, USA: Wordware Publishing, 2004. 698 p.
  6. Bartle, R. A. Designing Virtual Worlds. IN: New Riders, 2003. 768 p.
  7. Чиксентмихайи, М. Поток: Психология оптимального переживания / Пер. с англ. Москва: Смысл: Альпина нон-фикшн, 2011. 461 с.
  8. Hargadon, A. B., Bechky, B. A. When collections of creatives become creative collectives: A field study of problem solving at work // Organization Science. 2006. Т. 17, № 4. С. 484-500.
  9. Петров, М. К. Философские проблемы "науки о науке". Предмет социологии науки. Москва: "Российская политическая энциклопедия" (РОССПЭН), 2006. 624 с.
  10. Koestler, A. The Act of Creation. London: Hutchinson & Co, 1964. 751 p.
  11. Илизаров, Г. А. Способ сращивания костей при переломах и аппарат для осуществления этого способа / Г. А. Илизаров (СССР). СССР, А. С. 98471, № 102/17-762/447962; заявл. 09.06.52; опубл. 01.01.54. Бюл. № 6. 2 с.
  12. Ворошилин, С. И. Игровая зависимость: социальные, психологические и биологические основы // Суицидология. 2011. № 3 (4). С. 26-37. EDN: OWECMP.
  13. Lakić, N., Bernik, A., & Čep, A. Addiction and Spending in Gacha Games // Information. 2023. Т. 14, № 7. С. 399. https://doi.org/10.3390/info14070399. EDN: JYKWGN.
  14. Артамонова В.В. Феномен потокового состояния в мотивации пользователей компьютерных игр // Социодинамика. 2020. № 2. С. 93-103. doi: 10.25136/2409-7144.2020.2.32040 URL: https://nbpublish.com/library_read_article.php?id=32040
  15. Мэдиган, Д. Психология видеоигр. Взгляд психолога на видеоигры, геймеров и игровую индустрию / Джейми Мэдиган; [перевод с английского М. М. Курошева]. Москва: Эксмо, 2023. 352 с.
  16. Ryan, R., Deci, E. Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being // The American psychologist. 2000. Т. 55. С. 68-78. doi: 10.1037/0003-066X.55.1.68. EDN: GSHHWJ.

Supplementary files

Supplementary Files
Action
1. JATS XML

Согласие на обработку персональных данных

 

Используя сайт https://journals.rcsi.science, я (далее – «Пользователь» или «Субъект персональных данных») даю согласие на обработку персональных данных на этом сайте (текст Согласия) и на обработку персональных данных с помощью сервиса «Яндекс.Метрика» (текст Согласия).