December 4, 2017

Social analysis of the newest closed subcultures

The brightest subcultures of the global network, in our opinion, are gamers, hackers and pasterns.


Speaking about the prehistory of modern computer games, it should be noted that back in the 1960s so-called “role-playing games” became popular in the United States, which was started by admirers of JR. Tolkien. “Role-players” created something like an amateur theater, when a group of like-minded people arranged original performances of a book or an era. Each of the participants tried on a certain “mask” for a more or less long time, leaving, therefore, from the real world to the fictional.

With the advent of computers, computer games appeared immediately. Modern computer games are increasingly imitating reality. To date, the most popular games in which a person watches what are happening as if the eyes of his character. You can play against a fairly straightforward and predictable computer, but recently, players prefer to play with each other over a network (local or global).

It should be noted that these hackers do not share their secrets. All that is known about them is often either rumors or information emanating from hackers. Hackers are a much closed subcultural group, and to become a member it’s not enough to write a few viruses or to crack the program code, you need to preach the appropriate philosophy. This greatly complicates the study of their culture and prevents the dissemination of truthful and unbiased information about this subculture.


All interviewed representatives of subcultures try to realize the needs unsatisfied in daily life through activities within these reference groups.

Only hackers tried to find positive aspects in their activities for the society and themselves. Gamers noted negative effects on their health, but felt that their hobby was not affected by society at all recognized the negative impact of their vocabulary on the English language, but described their activities within this subculture as extremely positive for themselves.

Among the reasons for joining the Internet subcultures, the dominant ones are the improvement of the personal and professional skills of the respondents and a feeling of excitement and interest. The study also revealed some dependence between the reasons for entering the subculture and the most attractive subcultural group of the Internet. Those wishing to improve their personal and professional skills are most attracted by the subculture of hackers.

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