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The article in-vestigates the use of space in video games. Analyzed the role of space as a basic element of the game rules, the impact on the perception of time by the player, the connection with the plot. Described examples of creating a space in the games of the following genres: card games, RPG, strategy. Comparing the concept of space in traditional board games and computer card games that represent more complex spatial analogue of their predecessors. Investigated the role of such methodsdoi:10.5281/zenodo.33982 fatcat:kgeiibmkqjdefgp5fjt2ks3b4y