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Abstract

<jats:p>The research aims to prove that the massively multiplayer online role-playing game (MMORPG) serves as a prototext for LitRPG novels, providing ready-made plot patterns, conflict systems, and ethical-philosophical dilemmas associated with life in a world governed by game algorithms. The scientific novelty of the study lies in the fact that, for the first time, the MMORPG is examined as a prototext for Russian-language LitRPG novels (Dem Mikhailov’s “Clan Dominance”, D. Rus’s “Play to Live: AlterWorld”, and V. Mahanenko’s “The Way of the Shaman: Survival Quest”). The results demonstrate that within the literary space of the genre, traditional game mechanics – such as conditional death and subsequent resurrection (respawning), quest-based plot structures, and loot systems – acquire the function of a philosophical toolkit. This allows the author to explore fundamental questions: free choice within a deterministic world of rules, identity construction through a digital twin, the boundaries between the real and the virtual, and the true cost of achievements within a simulated environment.</jats:p>

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game mmorpg prototext litrpg novels

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