{"id":8068,"date":"2026-04-09T11:38:59","date_gmt":"2026-04-09T08:38:59","guid":{"rendered":"http:\/\/intelsiberia.ru\/?page_id=8068"},"modified":"2026-04-09T11:39:09","modified_gmt":"2026-04-09T08:39:09","slug":"glab-3","status":"publish","type":"page","link":"http:\/\/intelsiberia.ru\/en\/glab-3\/","title":{"rendered":"MODERN METHODS OF NARRATIVE ANALYSIS IN VIDEO GAMES (BASED ON THE ANALYSIS OF THE VIDEO GAME \u201cDISPATCH\u201d 2025)"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">\u0423\u0414\u041a 7.08<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<p class=\"{text-align: justify;} has-medium-font-size wp-block-paragraph\" style=\"text-transform:uppercase\"><strong>MODERN METHODS OF NARRATIVE ANALYSIS IN VIDEO GAMES (BASED ON THE ANALYSIS OF THE VIDEO GAME \u201cDISPATCH\u201d 2025)<\/strong><\/p>\n\n\n\n<p class=\"{text-align: justify;} wp-block-paragraph\"><strong>Lizaveta M. Kholodkova<sup>1<\/sup><\/strong><\/p>\n\n\n\n<p class=\"{text-align: justify;} wp-block-paragraph\"><sup>1<\/sup> Siberian Federal University, Krasnoyarsk, Russia. <br><a href=\"mailto:lizavetakholodkova@gmail.com\">lizavetakholodkova@gmail.com<\/a><\/p>\n\n\n\n<p class=\"{text-align: justify;} wp-block-paragraph\"><br><strong>Abstract<\/strong>. The article discusses the potential of game-based and interactive learning environments as tools for implementing inclusive education. It analyzes digital game environments, physico-digital systems, immersive environments, platform-based interactive systems, as well as cultural-interactive and media environments, highlighting their capacity to adapt the learning process to diverse sensory, cognitive, and physical characteristics of students. Special attention is given to the principles of digital inclusion and to the specific ways in which game-based and interactive technologies can be applied to support children with various educational needs, including ADHD, ASD, hearing, speech and motor impairments, as well as cognitive delays. The final section discusses the key opportunities and limitations associated with the implementation of these technologies, including issues of pedagogical support, technological accessibility, risks of cognitive overload, and digital inequality.<\/p>\n\n\n\n<p class=\"{text-align: justify;} wp-block-paragraph\"><br><strong>Keywords<\/strong>: Game Studies, Video Game, Narrative Analysis, Interactive Cinema (Film).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>For citation: <\/strong>Kholodkova L.M. Modern Methods of Narrative Analysis in Video Games (Based on the Analysis of the Video Game &#8220;Dispatch&#8221; 2025) \/\/ Game Laboratory, 1 (1), \u0440\u0440. 20-25. [in Russian]. EDN: IGBBAH.<\/p>\n\n\n\t\t<div class=\"ctc-block ctc-copy-button-wrap\" data-ctc-analytics=\"1\" data-ctc-source=\"gutenberg-block\" data-ctc-block-type=\"ctc\/copy-button\">\n\t\t\t<button type=\"button\" class=\"ctc-block-copy ctc-copy-button wp-block-ctc-copy-button\" data-copied-text=\"Copied\" data-copied=\"Copied\">\n\t\t\t\t<span class=\"ctc-button-text\">Copy<\/span>\n\t\t\t<\/button>\n\t\t\t<textarea class=\"ctc-copy-content ctc-copy-button-textarea\" readonly>Kholodkova L.M. Modern Methods of Narrative Analysis in Video Games (Based on the Analysis of the Video Game &#8220;Dispatch&#8221; 2025) \/\/ Game Laboratory, 1 (1), \u0440\u0440. 20- 25. [in Russian]. EDN: IGBBAH.<\/textarea>\n\t\t<\/div>\n\t\t<\/div>\n<\/div>\n\n\n\n<details class=\"wp-block-details is-layout-flow wp-block-details-is-layout-flow\"><summary><strong>References<\/strong><\/summary>\n<p class=\"wp-block-paragraph\">Arsenault, D. Narration in the Video Game. \u2014 VDM-Verlag, 2008. \u2014 104 p.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Arsenault, D. Post-narratology: A case for object-oriented narrative game studies \/\/ MediaCommons<br>Press, 2013. \u2014 P. 1\u20133.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Bogost, I. How to Do Things with Videogames. \u2014 University of Minnesota Press, 2011. \u2014 180 p.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. \u2014 The Free Press, 1997. \u2014<br>325 p.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ryan, M.-L. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media.<br>\u2014 The Johns Hopkins University Press, 2011. \u2014 400 p.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sicart, M. Play Matters. \u2014 MIT Press, 2014. \u2014 158 p.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Sicart, M. The Ethics of Computer Games. \u2014 MIT Press, 2011. \u2014 272 p.<\/p>\n<\/details>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Get access to the full version of this article<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u0423\u0414\u041a 7.08 MODERN METHODS OF NARRATIVE ANALYSIS IN VIDEO GAMES (BASED ON THE ANALYSIS OF THE VIDEO GAME \u201cDISPATCH\u201d 2025) Lizaveta M. Kholodkova1 1 Siberian Federal University, Krasnoyarsk, Russia. lizavetakholodkova@gmail.com Abstract. The article discusses the potential of game-based and interactive learning environments as tools for implementing inclusive education. It analyzes digital game environments, physico-digital systems, &#8230; <a title=\"MODERN METHODS OF NARRATIVE ANALYSIS IN VIDEO GAMES (BASED ON THE ANALYSIS OF THE VIDEO GAME \u201cDISPATCH\u201d 2025)\" class=\"read-more\" href=\"http:\/\/intelsiberia.ru\/en\/glab-3\/\" aria-label=\"Read more about MODERN METHODS OF NARRATIVE ANALYSIS IN VIDEO GAMES (BASED ON THE ANALYSIS OF THE VIDEO GAME \u201cDISPATCH\u201d 2025)\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_acf_changed":false,"cybocfi_hide_featured_image":"","_locale":"en_US","_original_post":"http:\/\/intelsiberia.ru\/?page_id=8065","footnotes":""},"wf_page_folders":[320],"class_list":["post-8068","page","type-page","status-publish","en-US"],"acf":[],"jetpack_sharing_enabled":true,"jetpack-related-posts":[{"id":8148,"url":"http:\/\/intelsiberia.ru\/en\/glab-7\/","url_meta":{"origin":8068,"position":0},"title":"EVOLUTION OF NON-HUMAN IMAGES IN VIDEO GAMES SUPER MARIO BROS. (1985) AND STRAY (2022)","author":"\u0418\u043d\u0442\u0435\u043b\u0441\u0438\u0431\u0435\u0440\u0438\u0430 (Intelsiberia) \u2014 \u0421\u043e\u0434\u0440\u0443\u0436\u0435\u0441\u0442\u0432\u043e \u043f\u0440\u043e\u0441\u0432\u0435\u0442\u0438\u0442\u0435\u043b\u0435\u0439 \u041a\u0440\u0430\u0441\u043d\u043e\u044f\u0440\u044c\u044f","date":"22.05.2026","format":false,"excerpt":"\u0423\u0414\u041a 7.046:004.92 Varvara O. Lebedeva1 1 Siberian Federal University, Krasnoyarsk, Russia.voletdaile0110@gmail.com Abstract. This article identifies and analyzes the evolution of non-human characters in video games. It presents a comparative analysis of non-human characters in the video games Super Mario Bros. (1985) and Stray (2022), which represent different stages of the\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":8019,"url":"http:\/\/intelsiberia.ru\/gameslaboratory-2026-t-1-1\/","url_meta":{"origin":8068,"position":1},"title":"\u041b\u0430\u0431\u043e\u0440\u0430\u0442\u043e\u0440\u0438\u044f \u0438\u0433\u0440 | Games Laboratory, 2026. \u0422. 1. \u21161","author":"\u0418\u043d\u0442\u0435\u043b\u0441\u0438\u0431\u0435\u0440\u0438\u0430 (Intelsiberia) \u2014 \u0421\u043e\u0434\u0440\u0443\u0436\u0435\u0441\u0442\u0432\u043e \u043f\u0440\u043e\u0441\u0432\u0435\u0442\u0438\u0442\u0435\u043b\u0435\u0439 \u041a\u0440\u0430\u0441\u043d\u043e\u044f\u0440\u044c\u044f","date":"09.04.2026","format":false,"excerpt":"\u0421\u041e\u0414\u0415\u0420\u0416\u0410\u041d\u0418\u0415 \u0412\u042b\u041f\u0423\u0421\u041a\u0410 ISSUE CONTENT \u0418\u0413\u0420\u041e\u0412\u042b\u0415 \u0418 \u0418\u041d\u0422\u0415\u0420\u0410\u041a\u0422\u0418\u0412\u041d\u042b\u0415 \u0421\u0420\u0415\u0414\u042b \u041a\u0410\u041a \u0421\u0420\u0415\u0414\u0421\u0422\u0412\u041e \u0420\u0415\u0410\u041b\u0418\u0417\u0410\u0426\u0418\u0418 \u0418\u041d\u041a\u041b\u042e\u0417\u0418\u0412\u041d\u041e\u0413\u041e \u041e\u0411\u0423\u0427\u0415\u041d\u0418\u042f \u0410\u043b\u0435\u043a\u0441\u0430\u043d\u0434\u0440\u0430 \u0410\u043b\u0435\u043a\u0441\u0430\u043d\u0434\u0440\u043e\u0432\u043d\u0430 \u0413\u0430\u0440\u0442 GAME-BASED AND INTERACTIVE EDUCATIONAL ENVIRONMENTS AS A TOOL FOR IMPLEMENTING INCLUSIVE LEARNING Alexandra A. 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Ermakov1 1 Siberian Federal University, Krasnoyarsk, Russia.erm-tihon@mail.ru, orcid.org\/0000-0002-6967-8720 Abstract. Since the early 2000s, a significant field of study has emerged, focusing on various aspects of game research. 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Studies of contemporary culture, especially those related to digital culture, require the active use of interdisciplinary approaches, which\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]},{"id":6185,"url":"http:\/\/intelsiberia.ru\/en\/sai-94\/","url_meta":{"origin":8068,"position":5},"title":"ARTIFICIAL INTELLIGENCE AS TECHNIC: METHODOLOGICAL AND THEORETICAL APPROACH FOR VIDEO GAME ARTIFICIAL INTELLIOGENCE STUDY","author":"shurmanovaaa@mail.ru","date":"04.03.2026","format":false,"excerpt":"\u0423\u0414\u041a 7.08 ARTIFICIAL INTELLIGENCE AS TECHNIC: METHODOLOGICAL AND THEORETICAL APPROACH FOR VIDEO GAME ARTIFICIAL INTELLIOGENCE STUDY Tikhon K. Ermakov Siberian Federal University, Krasnoyarsk, Russia erm-tihon@mail.ru, https:\/\/orcid.org\/ 0000-0002-6967-8720 Abstract.\u00a0Game Studies is a fairly young and rapidly developing discipline. Video game research draws on many individual methods and theories that come into\u2026","rel":"","context":"Similar post","block_context":{"text":"Similar post","link":""},"img":{"alt_text":"","src":"","width":0,"height":0},"classes":[]}],"_links":{"self":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages\/8068","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/comments?post=8068"}],"version-history":[{"count":2,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages\/8068\/revisions"}],"predecessor-version":[{"id":8072,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/pages\/8068\/revisions\/8072"}],"wp:attachment":[{"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/media?parent=8068"}],"wp:term":[{"taxonomy":"wf_page_folders","embeddable":true,"href":"http:\/\/intelsiberia.ru\/wp-json\/wp\/v2\/wf_page_folders?post=8068"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}