The article offers a general view of the nature of the game as the pleasure of subject’s presence and action in the world. The game arises due to the effects of reflection, which allow the player to master the boundary of his presence and absence, to expand the range of the developed space and live duration. In the game, the player manages to gather himself as a whole, gain an image of bodily presence and a social role, that is why the phenomenon of computer games is so significant for the modern world, as it brings new experience of sensuality and orientation in the world. If traditional games are opposed to narrative genres like non-verbal genres and verbal, and this relationship is compared with the relation of ritual and myth, in computer games the narrative element becomes a constructive component of the game world, and the game affects the story being told. As a result, the world is increasingly moving away from its own history into the space of the game, and with it the space of the game itself as an e