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