World of Science. Series: Sociology, Philology, Cultural Studies
World of Science. Series: Sociology, Philology, Cultural Studies
           

2019, Vol. 10, No. 2. - go to content...

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Brushkova L.A., Vladimirov I.A. [Geek-culture as youth super-subculture of digital society] World of Science. Series: Sociology, Philology, Cultural Studies, 2019, Vol. 10, No. 2. Available at: https://sfk-mn.ru/PDF/22SCSK219.pdf (in Russian).


Geek-culture as youth super-subculture of digital society

Brushkova Lyudmila Alekseevna
Financial university under the government of the Russian Federation, Moscow, Russia
E-mail: lbrushkova@fa.ru

Vladimirov Ivan Andreevich
Financial university under the government of the Russian Federation, Moscow, Russia
E-mail: vladim.ivan@mail.ru

Abstract. Considered geek-culture as youth supersubculture of digital society. Analyzed different approaches to the study of subculture as the social phenomenon. Special attention was paid to the ideas of Alvin Toffler, who revealed the trend of fragmentation of society into mini-cultures that eventually turn into subcultures. The authors analyze the impact of current processes of globalization and informatization on the emergence of new subcultures. Examined various approaches to the interpretation of geek-culture. The article focuses on the development of the geek-culture in the historical context, an attempt to highlight the moment of origin of this sociocultural phenomenon both in different countries including Russia. The authors give their own definition of geek-culture as youth super-subculture of the digital society, the distinctive feature of which members is the enthusiasm for virtual worlds, which becomes an essential part of their lifestyle and identity.

The empirical base of the study was the statistic and sociological surveys data. The authors emphasize the social importance of geek-culture, demonstrated the degree of development of geek-culture in Russia during last years. Making conclusion the authors reflect on the latest trends in geek-culture development including gamification application in education.

Keywords: geek-culture; geek; subculture; youth; super-subculture; sociocultural phenomenon; digitalization; information society; globalization; video games; comics; Russian society

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