Implementation of the Concept of Infotainment into the Practice of the Event Industry: Definition of the Problem

Oksana Krupa
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Abstract

The purpose of the article is to consider the defining trends and aspects connected with the implementation of the conception of infotainment in the practice of the event industry. The research methodology predicts the usage of, firstly, the descriptive level combined with an analytical method to characterise the current stage of the event industry, its events category B2C and B2B, secondly, context-structural analysis of infotainment as a concept and model thanks to which the author has managed to identify the causal links between certain types of event activities and essential features of infotainment, which is the condition for the possibility of implementing the practice of the event industry. Scientific novelty is, first of all, that on the article level, the problem of implementation of the conception of infotainment in the practice of the event industry was actualised, which was mainly considered in the context of journalism and TV. Conclusions. It is affirmed that the concept of infotainment is one of the methodological platforms that can be used for reasoning and explanation of the logic of deployment and the content specifics of individual event activities, and also their place in modern (world and national) mass culture. The author suggests the statement according to which the given model of the media culture helps in registration content and information creates favourable conditions for the development of event management through synthesis educational-cognition and entertainment components in event activities, helps to decode and perceive complex meanings and images in their continuous flow and frantic information dynamics. It is underlined that initiating cultural-intellectual “game”, infotainment stimulates heuristic potential of thinking, especially in terms of perception and assimilation of cultural codes, and with the help of fragmenting the content, activates the initiative of event participants in terms of creatively completing the full picture of what is happening. Keywords: infotainment, event industry, event activities, entertainment, game, mass culture, media culture.
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信息娱乐理念在会展行业实践中的实施:问题的界定
本文的目的是考虑在活动行业实践中与信息娱乐概念的实施相关的定义趋势和方面。研究方法预测使用,首先,描述性水平结合分析方法来描述事件行业的当前阶段,其事件类别B2C和B2B,其次,信息娱乐的上下文结构分析作为一个概念和模型,由于作者已经设法确定某些类型的事件活动和信息娱乐的基本特征之间的因果关系。这是事件产业实践得以实施的条件。科学的新颖性,首先是在文章层面,将信息娱乐化的概念在事件产业的实践中实现的问题,这主要是在新闻和电视的语境下考虑的。结论。肯定了信息娱乐的概念是一种方法论平台,可以用来推理和解释单个事件活动的部署逻辑和内容细节,以及它们在现代(世界和国家)大众文化中的地位。笔者认为,媒介文化的既定模式有助于内容和信息的登记,通过综合事件活动中的教育认知和娱乐成分,为事件管理的发展创造了有利条件,有助于在其连续流动和疯狂的信息动态中解码和感知复杂的意义和图像。需要强调的是,启动文化-智力“游戏”,信息娱乐激发了思维的启发式潜力,特别是在文化代码的感知和同化方面,并在内容碎片化的帮助下,激活了事件参与者在创造性地完成所发生事情的全图方面的主动性。 关键词:信息娱乐,赛事产业,赛事活动,娱乐,游戏,大众文化,媒介文化。
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