Modern book culture is undergoing changes. New technologies are penetrating into all processes: from the creation of books to their distribution, which makes us think about the future prospects of book culture. The book is the central element of book culture. The ideas about the book as a source of knowledge, a repository of memory, and a sacred object that exist in the cultural space are being questioned at the turn of the century, and the images of librarians and libraries are being stereotyped, which undermines their authority. By analyzing the meanings of book culture attributes for modern culture, it is possible to determine the public mood towards book culture and draw conclusions about its future. To identify the main semantic units, the research base was based on films and computer games, where the theme of book culture has a distinct specificity. The study was based on a semiotic approach to interpreting the representative practices of book culture in cinema and computer games. The results showed that book culture in cinema is presented as a practice of the elite, as the book is endowed with magical properties that determine its value, and knowledge about this is limited to those who are privy to it. Book culture in computer games is characterized by the introduction of functional features for interacting with the book within the game, its use as a symbol of magical weapons in contrast to physical weapons, the portrayal of the influential status of librarians, and the significance of the library. At the same time, it is observed that book culture predominantly reflects the theme of fantasy, while future-oriented games assign the function of accumulating and transmitting knowledge to electronic media. Similar studies have been conducted on literary works. The article complements the scientific discourse on book culture by translating its elements into cinema and computer games.
Nikolay Aleksandrovich Bersenin (Fri,) studied this question.