RECONSTRUCTION OF NATIONAL IDENTITY IN DIGITAL SPACE: A PHILOSOPHICAL-SEMIOTIC ANALYSIS OF THE S.T.A.L.K.E.R. BRAND
##plugins.themes.bootstrap3.article.main##
##plugins.themes.bootstrap3.article.sidebar##
Abstract
The article provides a philosophical-semiotic analysis of the brand transformation of the S.T.A.L.K.E.R. video game franchise within the context of decolonizing the digital cultural space. It explores the transition from "post-Soviet universalism" in the representation of national identity, characteristic of the series' early games, to a clearly defined Ukrainian agency, as exemplified by S.T.A.L.K.E.R. 2: Heart of Chornobyl. Drawing on Pierre Bourdieu’s field theory, the study substantiates the prioritization of symbolic capital accumulation over the developer studio's economic interests amidst the full-scale Russian-Ukrainian war. Particular attention is paid to the semiotic analysis of verbal codes (changes in toponym transliteration, modification of in-game currency, etc.) and visual aesthetics that appeal to the actual geography of the Chornobyl Exclusion Zone as a national "place of memory". Through the lens of Kathryn Woodward’s concept of identity, the marking of difference in global media discourse and the gaming community’s reaction to the brand’s shifting communication strategy are analyzed. It is argued that the franchise’s rebranding serves as an act of counter-representation that challenges imperial stereotypes regarding the Chornobyl disaster and asserts the Ukrainian cultural code on a global scale. The research highlights the role of video games as instruments of cultural diplomacy and means of constructing modern national identity in the digital age.
How to Cite
##plugins.themes.bootstrap3.article.details##
symbolic capital, decolonization, places of memory, representation, post-apocalypse, video games, computer games
2. Bourdieu, P. (1980). Questions de sociologie [Questions of sociology]. Paris, France: Les Éditions de Minuit. [in French]
3. Bourdieu, P. (1982). Ce que parler veut dire: l'économie des échanges linguistiques [Language and symbolic power]. Paris, France: Fayard. [in French]
4. Artushevska, A (2022). S.T.A.L.K.E.R. 2: Heart of Chornobyl ne matyme rosiiskoho ozvuchuvannia [S.T.A.L.K.E.R. 2: Heart of Chornobyl will not have Russian voice acting]. Gamedev.dou.ua . [in Ukrainian] Retrieved from https://gamedev.dou.ua/news/stalker2-no-russian-voice-acting/
5. Dyer-Witheford, N., & de Peuter, G. (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis, MN: University of Minnesota Press.
6. Mikhel, A. (2021). Ekspeditsiia v Zonu. Yak rozrobnyky S.T.A.L.K.E.R. shukaly lokatsii dlia hry [Expedition to the Zone. How S.T.A.L.K.E.R. developers looked for locations for the game]. Gamedev.dou.ua. [in Ukrainian] Retrieved from https://gamedev.dou.ua/articles/about-scouting-for-stalker-in-the-zone/
7. Kripke, S. (1980). Naming and Necessity. Cambridge, MA: Harvard University Press.
8. Laruelle, M. (2015). The «Russian World»: Russia's Soft Power and Geopolitical Imagination. Washington, DC: Center on Global Interests.
9. MacDonald, K. (2024). ‘We are not just making a game’: the Ukrainian developers working under fire. The Guardian. Retrieved from https://www.theguardian.com/games/2024/jan/31/stalker-2-heart-of-chernobyl-interview-ukraine-war-gsc-game-world
10. Caldwell, B. (2024). S.T.A.L.K.E.R. 2: Heart of Chornobyl review. Eurogamer. Retrieved from https://www.eurogamer.net/stalker-2-heart-of-chornobyl-review
11. Nora, P. (1984). Les Lieux de mémoire. Vol. 1: La République [Places of memory]. Paris, France: Gallimard. [in French]
12. Nye, J. S. (2004). Soft Power: The Means to Success in World Politics. New York, NY: PublicAffairs.
13. Skrypin, V. (2022). Ne «Chernobyl», a «Chornobyl»: S.T.A.L.K.E.R. 2 zminyla nazvu u Steam [Not «Chernobyl», but «Chornobyl»: S.T.A.L.K.E.R. 2 changed the title on Steam]. ITC.ua. [in Ukrainian] Retrieved from https://itc.ua/ua/novini/ne-chernobyl-a-chornobyl-s-t-a-l-k-e-r-2-zminila-nazvu-u-steam/
14. Rush-Cooper, N. (2024). Radiation, Ruins and the Post-Apocalyptic Stories: The Chornobyl Landscape in STALKER. In Writing Landscape and Setting in the Anthropocene (pp. 171-192). Cham, Switzerland: Springer International Publishing.
15. Shevchuk, D. (2019). Vyhovoryty z sebe SRSR: pro shcho zabuly tvortsi serialu «Chornobyl» [Speaking out the USSR: what the creators of the "Chernobyl" series forgot about]. Platfor.ma. [in Ukrainian] Retrieved from https://www.platfor.ma/topic/vygovoryty-z-sebe-srsr-pro-shho-zabuly-tvortsi-serialu-chornobyl/
16. Lubenets H. (2021). S.T.A.L.K.E.R. 2 shche ne vyishov, ale vzhe potrapyv v skandal [S.T.A.L.K.E.R. 2 has not yet been released, but has already fallen into a scandal]. Telegraf.com.ua. [in Ukrainian] Retrieved from https://telegraf.com.ua/ukr/tehnologii/5655256-s-t-a-l-k-e-r-2-shhe-ne-viyshov-ale-vzhe-potrapiv-v-skandal-pershiy-treyler-oburiv-ukrayintsiv-video.html
17. Woodward, K. (1997). Identity and Difference. London, UK: SAGE Publications.