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Videogames in Cybersecurity: Philosophical and Psychological Review of Possible Impact

  • Bogdan, Levyk (Regional Scientific and Educational Center "Holodomor, Holocaust, International Dialogue" Lviv Polytechnic National University) ;
  • Maletska, Mariia (Department of Philosophy, Faculty of History and Philosophy, Borys Grinchenko Kyiv University) ;
  • Khrypko, Svitlana (Department of Philosophy, Faculty of History and Philosophy, Borys Grinchenko Kyiv University) ;
  • Leonid, Kryvyzyuk (Department of Military Intelligence, Analysis and Prognosis of Socio-Political Processes, Hetman Petro Sahaidachnyi National Army Academy) ;
  • Olga, Dobrodum (Department of Culturology and Philosophical Anthropology of the National Pedagogical Dragomanov) ;
  • Pasko, Katerina (Department of Psychology Educational-Scientific Institute of Pedagogy and Psychology of Sumy State Pedagogical University)
  • 투고 : 2021.07.05
  • 발행 : 2021.07.30

초록

An issue of security and threat is urgent as well as it concerns everyone: a person, community, state, etc. Today, the question of cybersecurity has become especially relevant due to general digitalization and the spread of the cyberculture. In terms of it, the growing popularity of videogames can be observed. Their impact on society differs significantly, therefore, it needs thorough consideration. The purpose of the article is to disclose the role of videogames in cybersecurity. To achieve the stated purpose, such methods as analysis, synthesis, systematization and practical involvement of videogames have been used. As a result, three levels of possible threat of videogames has been distinguished: videogames as a possibly dangerous software, as a tool of propaganda and spread of stereotypes, as a space for the creation of virtual communities. In conclusion, it is stated that videogames can be not only a threat, but also a tool for strengthening the cybersecurity.

키워드

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