Social patterns in visual novels: new communicative practices of youth
Research Article
How to Cite
Shvetsova A.V., Kazko A.S. Social patterns in visual novels: new communicative practices of youth. Science. Culture. Society. 2025. Vol. 31. No. 3. P. 72-82. DOI: https://doi.org/10.19181/nko.2025.31.3.5 (in Russ.).
Abstract
The study explores the influence of social patterns formed in visual novels on the communicative practices of youth. Based on the analysis of semi-structured interviews with players (N=8), the mechanisms of constructing in-game identity and their connection to real-world practices are revealed. The data demonstrate three key strategies for character selection: self-representation (striving for visual and characterological alignment with oneself), aesthetic experimentation (creating an idealized "self"), and narrative immersion (subordinating the character’s image to the setting’s logic). Players project personal values onto in-game choices, yet the transfer of these models into reality is limited due to the perceived artificiality of the game space. Dominant interaction patterns (focus on a single romantic favorite, instrumental friendships, ignoring secondary characters) reflect the pragmatism and selectivity characteristic of modern social interactions. At the same time, games act as a "simulator" for role-testing, allowing players to experiment with aggression, altruism, or impulsivity without real-world consequences. The primary impact of visual novels manifests through self-reflection (analyzing discrepancies between the "game self" and the real self) and cultural horizon expansion (studying mythology, history). Social activity is indirectly stimulated, primarily through plots related to university life. A conflict is identified between players’ demand for inclusivity (e.g., realistic body representation) and commercial templates reproducing beauty stereotypes. The results highlight the potential of visual novels as tools for digital socialization, particularly for youth, and the need to develop mechanics that overcome normative limitations. The study contributes to understanding hybrid forms of digital socialization amid the growing popularity of narrative-driven games.
Keywords:
youth, digitalization, visual novels, communication, socialization, social patterns
References
1. Kretzschmar M., Raffel S. The History and Allure of Interactive Visual Novels. Bloomsbury; 2023. DOI 10.5040/9781501368615.
2. Baranova U. S. The initiation in interactive visual novels as a ritual practice of the digital environment. RSUH/RGGU Bulletin. “Literary Theory. Linguistics. Cultural Studies” Series. 2023;(7):107–118. (In Russ.). DOI 10.28995/2686-7249-2023-7-107-118.
3. Kuznetsova V. I. Visual novel as a component of a virtual interactive environment in teaching RFL. Problems of modern education. 2023;(2):254–261. (In Russ.). DOI 10.31862/2218-8711-2023-2-254-261.
4. Yatskaya D. D., Anikonova A. A. Development of language skills through visual novels. Russian Linguistic Bulletin. 2024;(7):23. (In Russ.). DOI 10.60797/RULB.2024.55.23.
5. Borschenko G. M., Rubtsova A. V. Visual novel as a means of developing foreign language business communication skills among IT specialists. Scientific-methodological electronic journal “Koncept”. 2024;(1):30–40. (In Russ). DOI 10.24412/2304-120X-2024-11003.
6. Tokarskaya L. V., Bystrova T. Yu., Osnovina E. A., Cheremnykh M. N. Educational potential of visual novels in remedial and developmental work. Perspectives of Science and Education. 2023;(3):397–421. (In Russ.). DOI 10.32744/pse.2023.3.24.
7. Golenkov A. V., Petrov D. N. Videogames and suicides of adolescents: a case report and a brief review of the literature. Deviant Behavior (Russia). 2020;4(1):16–21. (In Russ.). DOI 10.32878/devi.20-4-01(6)-16-21.
8. Lyubov E. В., Palayeva R. I. Suicides of youth and internet: the good, the bad and the ugly. Suicidology. 2018;9(2):72–81. (In Russ.).
9. Horton D., Wohl R. R. Mass Communication and ParaSocial Interaction. Psychiatry. 1956;19(3):215–229. DOI 10.1080/00332747.1956.11023049.
2. Baranova U. S. The initiation in interactive visual novels as a ritual practice of the digital environment. RSUH/RGGU Bulletin. “Literary Theory. Linguistics. Cultural Studies” Series. 2023;(7):107–118. (In Russ.). DOI 10.28995/2686-7249-2023-7-107-118.
3. Kuznetsova V. I. Visual novel as a component of a virtual interactive environment in teaching RFL. Problems of modern education. 2023;(2):254–261. (In Russ.). DOI 10.31862/2218-8711-2023-2-254-261.
4. Yatskaya D. D., Anikonova A. A. Development of language skills through visual novels. Russian Linguistic Bulletin. 2024;(7):23. (In Russ.). DOI 10.60797/RULB.2024.55.23.
5. Borschenko G. M., Rubtsova A. V. Visual novel as a means of developing foreign language business communication skills among IT specialists. Scientific-methodological electronic journal “Koncept”. 2024;(1):30–40. (In Russ). DOI 10.24412/2304-120X-2024-11003.
6. Tokarskaya L. V., Bystrova T. Yu., Osnovina E. A., Cheremnykh M. N. Educational potential of visual novels in remedial and developmental work. Perspectives of Science and Education. 2023;(3):397–421. (In Russ.). DOI 10.32744/pse.2023.3.24.
7. Golenkov A. V., Petrov D. N. Videogames and suicides of adolescents: a case report and a brief review of the literature. Deviant Behavior (Russia). 2020;4(1):16–21. (In Russ.). DOI 10.32878/devi.20-4-01(6)-16-21.
8. Lyubov E. В., Palayeva R. I. Suicides of youth and internet: the good, the bad and the ugly. Suicidology. 2018;9(2):72–81. (In Russ.).
9. Horton D., Wohl R. R. Mass Communication and ParaSocial Interaction. Psychiatry. 1956;19(3):215–229. DOI 10.1080/00332747.1956.11023049.
Article
Received: 16.05.2025
Accepted: 29.09.2025
Citation Formats
Other cite formats:
APA
Shvetsova, A. V., & Kazko, A. S. (2025). Social patterns in visual novels: new communicative practices of youth. Science. Culture. Society, 31(3), 72-82. https://doi.org/10.19181/nko.2025.31.3.5
Section
Research of socio-cultural processes in civil society


1.jpg)


