The presented work is devoted to the study of the practice of using computer games as a tool of the memory policy. The relevance of this study determines both the growth of the importance of video games as a means of forming ideas about the events of the past, and a low degree of study of this topic. As the goal of the author's research, the research is to identify the prospects for using computer games as an instrument for implementing the memory policy within the framework of the case of the events of the Great Patriotic War. The empirical base of the work was formed due to the generalization of the content of such video games as “Call of Duty 1”, “Call of Duty 14: WWII”, “Company of Heroes 2” and “Commandos 3: Destination Berlin”. The me...