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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">observatoria</journal-id><journal-title-group><journal-title xml:lang="ru">Обсерватория культуры</journal-title><trans-title-group xml:lang="en"><trans-title>Observatory of Culture</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2072-3156</issn><issn pub-type="epub">2588-0047</issn><publisher><publisher-name>Russian State Library</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.25281/2072-3156-2022-19-3-310-317</article-id><article-id custom-type="elpub" pub-id-type="custom">observatoria-1302</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ORBIS LITTERARUM</subject></subj-group></article-categories><title-group><article-title>Проблемные поля в англоязычных исследованиях многопользовательских ролевых игр</article-title><trans-title-group xml:lang="en"><trans-title>Problematic Areas in English-Language Research on Multiplayer Role-Playing Games</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-0877-1665</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Родионова</surname><given-names>Анастасия Александровна</given-names></name><name name-style="western" xml:lang="en"><surname>Rodionova</surname><given-names>Anastasia A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>факультет истории и теории культуры,</p><p>преподаватель</p><p>Миусская пл., д. 6, Москва, 125993, Россия</p><p>ORCID 0000-0002-0877-1665</p></bio><bio xml:lang="en"><p>6, Miusskaya Sq., Moscow, 125993, Russia</p><p>ORCID 0000-0002-0877-1665</p></bio><email xlink:type="simple">ekendu@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Российский государственный гуманитарный университет</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Russian State University for the Humanities</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2022</year></pub-date><pub-date pub-type="epub"><day>05</day><month>07</month><year>2022</year></pub-date><volume>19</volume><issue>3</issue><fpage>310</fpage><lpage>317</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Родионова А.А., 2022</copyright-statement><copyright-year>2022</copyright-year><copyright-holder xml:lang="ru">Родионова А.А.</copyright-holder><copyright-holder xml:lang="en">Rodionova A.A.</copyright-holder><license xml:lang="ru"><license-p>© 2026 ФГБУ "Российская государственная библиотека". Все права защищены. Воспроизведение без письменного разрешения запрещено.</license-p></license><license xml:lang="en"><license-p>© 2026 Russian State Library. All rights reserved. Reproduction without written permission is prohibited.</license-p></license></permissions><self-uri xlink:href="https://observatoria.rsl.ru/jour/article/view/1302">https://observatoria.rsl.ru/jour/article/view/1302</self-uri><abstract><p>В статье рассматриваются современные англоязычные исследования многопользовательских ролевых игр. Можно выделить несколько больших проблемных полей. Цель настоящей статьи состоит в том, чтобы проследить, как формируются самые крупные из них, описать процесс их становления и развития в настоящее время, а также описать основные положения, к которым пришли исследователи в своих работах. Обсуждение этой темы дает возможность понять, каким образом меняется понятийный аппарат исследования многопользовательских ролевых игр в современных англоязычных исследованиях.</p><p>Одно из крупных проблемных полей связано с изучением мотивации участников многопользовательских ролевых игр. Это проблемное поле стремится ответить на вопрос «Что заставляет игроков возвращаться в одну и ту же игру снова и снова?». Ученые, работающие в этом поле, считают, что игроки возвращаются в виртуальные миры из-за возможностей виртуального заработка, разнообразия социальных интеракций, отыгрыша роли, а также духа исследования. Разработка другого проблемного поля складывается на основе изучения отношений между игроками, построения социальных связей на базе видеоигры. Исследователей интересуют вопросы лидерства и социальной консолидации, которая обретает в многопользовательских ролевых играх форму гильдий. Третье крупное проблемное поле образуется из исследования самоидентификации игроков. Ученые пытаются понять, какие части идентичности игрока влияют на его опыт и как его опосредуют. Исследования многопользовательских ролевых игр — сложное междисциплинарное явление, требующее привлечения специалистов из разных областей, в частности экономистов, социологов, лингвистов.</p></abstract><trans-abstract xml:lang="en"><p>This article examines contemporary English-language research on multiplayer role-playing games. There can be identified several large problematic areas. The article aims to trace how the largest of them are formed, to describe the process of their emergence and development at the present time, as well as to describe the main points that researchers have worked out. The discussion of this topic makes it possible to understand how the conceptual apparatus of the research on multiplayer role-playing games is changing in modern English-language studies.</p><p>One of the major problematic areas is related to the study of the participants’ motivation in multiplayer role-playing games. This problematic area seeks to answer the question: “What keeps players coming back to the same game over and over again?” Scientists working in this field believe that players return to virtual worlds to get opportunities for virtual earnings, a variety of social interactions, role-playing, and because of the spirit of exploration. Another problematic area is based on the study of player-to-player relationships and explores the construction of social connections around a video game. The researchers are interested in the issues of leadership and social consolidation, which takes the form of guilds in multiplayer role-playing games. The third major problematic area arises from the study of player self-identification. The scientists are trying to understand which parts of a player’s identity influence their experience and how it is mediated. The research on multiplayer role-playing games is a complex interdisciplinary phenomenon that requires involving specialists from different fields, in particular economists, sociologists, linguists.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>теоретическая культурология</kwd><kwd>Game Studies</kwd><kwd>многопользовательские ролевые игры</kwd><kwd>мотивация игроков</kwd><kwd>коммуникация между игроками</kwd><kwd>самоидентификация игроков</kwd><kwd>культура социальной коммуникации</kwd></kwd-group><kwd-group xml:lang="en"><kwd>theoretical cultural studies</kwd><kwd>Game Studies</kwd><kwd>multiplayer role-playing games</kwd><kwd>player motivation</kwd><kwd>communication between players</kwd><kwd>player self-identification</kwd><kwd>culture of social communication</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Juul J. Games Telling Stories? 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