GAMIFICATION IN THE MODERN RUSSIAN INTERNET-JOURNALISM

Ирина Анатольевна Карпенко, Ю. Лобановская, I. Karpenko, E. Y. Lobanovskaya
{"title":"GAMIFICATION IN THE MODERN RUSSIAN INTERNET-JOURNALISM","authors":"Ирина Анатольевна Карпенко, Ю. Лобановская, I. Karpenko, E. Y. Lobanovskaya","doi":"10.18413/2075-4574-2019-38-2-263-269","DOIUrl":null,"url":null,"abstract":"Today, gamification is the newest form of content representation in modern media, in general, and Russian online media in particular. Gamification is the use of game elements in non-game contexts: education, journalism, Internet communications, and business strategies. With regard to media communication, gamification is part of a large multi-faceted phenomenon of infotainment combining entertainment and information within the journalistic material. Gamification is one of the ways of giving entertainment to the journalistic text. With a balance between entertainment and information, 264 НАУЧНЫЕ ВЕДОМОСТИ Серия: Гуманитарные науки. 2019. Том 38, No 2 gamification contributes to better learning, better memorization of texts. The use of gamification as a reception of informational gives the journalistic material fascination and increases its attractiveness for the audience of online media. Gamification is the answer to the needs of the audience in the visualization of information. This trend is mediated by the switching of the consciousness of the audience from the stage of logical sequential thinking to the stage of the so-called net-thinking. In this article, the authors study the functions of gamification, which are used by journalists when creating journalistic materials in the Internet media. Along with the entertainment function itself, gami edged texts also perform a cultural and educational function and an advertising function, including self-promotion and media self-promotion, which uses this technique. Ключевые слова: геймификация, интернет-журналистика, функции СМИ, массмедиа, инфотеймент, развлекательность, игра, метод, прием","PeriodicalId":429062,"journal":{"name":"Belgorod State University Scientific bulletin Series Humanities","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Belgorod State University Scientific bulletin Series Humanities","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18413/2075-4574-2019-38-2-263-269","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Today, gamification is the newest form of content representation in modern media, in general, and Russian online media in particular. Gamification is the use of game elements in non-game contexts: education, journalism, Internet communications, and business strategies. With regard to media communication, gamification is part of a large multi-faceted phenomenon of infotainment combining entertainment and information within the journalistic material. Gamification is one of the ways of giving entertainment to the journalistic text. With a balance between entertainment and information, 264 НАУЧНЫЕ ВЕДОМОСТИ Серия: Гуманитарные науки. 2019. Том 38, No 2 gamification contributes to better learning, better memorization of texts. The use of gamification as a reception of informational gives the journalistic material fascination and increases its attractiveness for the audience of online media. Gamification is the answer to the needs of the audience in the visualization of information. This trend is mediated by the switching of the consciousness of the audience from the stage of logical sequential thinking to the stage of the so-called net-thinking. In this article, the authors study the functions of gamification, which are used by journalists when creating journalistic materials in the Internet media. Along with the entertainment function itself, gami edged texts also perform a cultural and educational function and an advertising function, including self-promotion and media self-promotion, which uses this technique. Ключевые слова: геймификация, интернет-журналистика, функции СМИ, массмедиа, инфотеймент, развлекательность, игра, метод, прием
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
现代俄罗斯网络新闻的游戏化
今天,游戏化是现代媒体中最新的内容表现形式,尤其是俄罗斯的在线媒体。游戏化是指在非游戏环境中使用游戏元素:教育、新闻、互联网传播和商业策略。就媒体传播而言,游戏化是新闻材料中娱乐和信息相结合的信息娱乐的一个大的多方面现象的一部分。游戏化是赋予新闻文本娱乐性的一种方式。平衡娱乐和信息,264НАУЧНЫЕВЕДОМОСТИСерия:Гуманитарныенауки。2019. Том第二,游戏化有助于更好地学习,更好地记忆文本。使用游戏化作为信息的接收赋予新闻材料魅力,并增加其对在线媒体受众的吸引力。游戏化是观众对信息可视化需求的答案。这种趋势的中介是观众的意识从逻辑顺序思维阶段转向所谓的网络思维阶段。在这篇文章中,作者研究了游戏化的功能,这是记者在互联网媒体中创作新闻材料时所使用的。在具有娱乐功能的同时,gami边缘文本还具有文化教育功能和广告功能,包括自我推销和媒体自我推销,都使用了这种技术。Ключевыеслова:геймификация,интернет——журналистика,функцииСМИ,массмедиа,инфотеймен,тразвлекательность,игра,метод,прием
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
THE DYNAMICS OF THE STUDENTS' HEALTH STATE IN THE PROCESS OF IMPLEMENTING THE TECHNOLOGY OF ORGANIZING A HEALTH-SAVING EDUCATIONAL PROCESS IN THE CLASSROOM AT THE UNIVERSITY AUTHENTIC EVALUATION AS AN EFFICIENT FORM OF IDENTIFICATION OF THE LEVEL OF THE FORMATION OF PROFESSIONAL COMPETENCIES OF THE CLOTHES DESIGNER LINGUISTIC KNOWLEDGE AS THE BASIC ELEMENT OF LINGUODIDACTIC DISCOURSE (ON THE MATERIAL OF MODERN ENGLISH) TO THE ISSUE OF EXPRESSIVITY OF PARENTHETICAL INSERTIONS IN PUBLICISTIC TEXT TOURIST DISCOURSE AND «NEW» JOURNALISM OF FRANCE
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1