从游戏化到ai游戏化:社交网络新闻案例

IF 0.2 Q4 COMMUNICATION H-ermes-Journal of Communication Pub Date : 2020-12-14 DOI:10.1285/I22840753N17P97
L. Serafini
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引用次数: 0

摘要

游戏化被理解为在非搞笑情境中使用搞笑机制,如今被视为新技术(尤其是新媒体)中根深蒂固的实践。新闻业向社交网络的转变为围绕游戏机制的搞笑交流模式奠定了基础。然而,人工智能的最新发展要求对“游戏化”一词进行部分重新定义,以便将其置于与机器和算法的关系中。一段时间以来,所谓的移情媒体已经标志着情感人工智能发展的转折点,能够出于商业目的激发和响应消费者和用户的情绪状态。近年来,人工情绪智能的使用也进入了社交网络的新闻业。这种沟通渠道建立在诸如耸人听闻、讽刺和与读者建立移情联系等工具之上——以分享滑稽、幽默的沟通范例为中心。在这种情况下,游戏化转变为ai游戏化,因为目标是通过使用人工智能使这些机制变得科学和商业盈利。Echobox是一个基于人工智能的社交媒体平台,媒体使用它来更有效地与社交平台上的读者交流,它将提供一个案例研究来分析这一努力。我还将展示这种从游戏化到人工智能游戏化的转变的好处和缺点,特别是研究算法在开发一种有趣的人类语言方面的能力和局限性,这种语言的目标是增加用户的情感参与和文章的读者(以及由此带来的收入)
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From Gamification to AI-Gamification: The Case of Social Network Journalism
Gamification, understood as the use of ludic mechanisms in non-ludic contexts, is seen today as a practice ingrained in new technologies, especially in new media. The shift of journalism onto social networks has laid the foundations for a ludic communicative paradigm that revolves specifically around gaming mechanisms. Nevertheless, recent developments in artificial intelligence call for a partial redefinition of the term "gamification," so as to situate it in its relations with machines and algorithms. For some time now, what are known as empathic media have signaled a turning point in the development of an emotional artificial intelligence, capable of eliciting and responding to the emotional states of consumers and users for commercial purposes. In recent years, this use of artificial emotional intelligence has also made its way into journalism on social networks. This communications channel builds on tools such as sensationalism, irony, and the creation of an empathetic connection with readers—centered on sharing a ludic, humorous paradigm of communication. In this instance, gamification is transformed into AI-gamification, since the aim is to make these mechanisms scientific and commercially profitable through the use of artificial intelligence. Echobox, a social media platform based on artificial intelligence, used by media to communicate more efficiently with readers on social platforms, will provide a case study by which to analyze this effort. I will also show the benefits and drawbacks of this shift from gamification to AI-gamification, examining in particular the capacities and limits of the algorithms in developing a ludic human language whose goal is to increase both users' emotional involvement and the readership of the articles (and, consequently, the revenue) of the media outlets
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