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Kozyakova Maria Ivanovna,
Doctor of Philosophy, Professor
Shchepkin Higher Theater School (Institute)
at the StateAcademic Small Theater of Russia

Screen culture as multiplication of space:
Paradoxes of new worlds

Abstract: The beginning of the information age is associated with the intensive development of fundamentally new information technologies. On their basis, a screen culture is formed, the center and synonym of which is the screen as the final element of the most complex electronic devices, as a symbol of modern civilization. Screen, screen culture generates the formation and development of two parallel emerging areas-media and virtual reality. These artificially created spaces, new "worlds" were the result of scientific progress, the result of technological innovations. Media and virtual reality are now perceived as an integral part of the life of society, as a socio-cultural environment, a person's living space. The impact of these spheres 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 paradoxes of the existence of artificial worlds. Mass communication, generating the transcendental illusion of the media sphere, in a special way forms a picture of the world, the sphere of publicity, a special attitude to time. The virtual sphere is characterized by the anthropic principle, a variety of interpretations, and the polarization of social assessments. It is becoming more and more widespread in various fields, including art, especially in cinema, in the gaming and entertainment environment. Like the media sphere, it is an integral attribute of modern civilization, and also has a contradictory, paradoxical character. The article considers their common, genetically mediated features; differences in essence, criteria, typology; paradoxes of ontological, social, axiological, and communication aspects.

Keywords: screen, screen culture, information technologies, media reality, virtual reality, space, worlds, communication, publicity, cinema.

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