Standard

Harvard

APA

Vancouver

Author

BibTeX

@article{48628ad65f6b4d1baf01d7c2c0be3ca1,
title = "Digital Gamification Technologies in the Information and Service Infrastructure of Modern Russia: Youth Dimension",
abstract = "Abstract: The role of digital gamification in the development of the information and service infrastructure of modern Russia is considered. The main approaches to the study of the phenomenon of gamification are analyzed. The effects of using the tools of game mechanics and principles in the social and political communications of young people are presented in detail. The theoretical grounds for measuring the use of information and communication game elements to adjust the political behavior of the youth audience are proposed. Particular attention is paid to the potential of gamification in promoting traditional values, forming a patriotic agenda and strengthening the information and technological sovereignty of the country.",
keywords = "digitalization, game, gamification, gaming technologies, information, information risks, mediatization, youth",
author = "Алейников, {Андрей Викторович} and Мальцева, {Дарья Александровна} and Федотов, {Даниил Андреевич}",
year = "2025",
month = mar,
day = "1",
doi = "10.3103/S0147688225700017",
language = "English",
volume = "52",
pages = "31--37",
journal = "Scientific and Technical Information Processing",
issn = "0147-6882",
publisher = "Allerton Press, Inc.",
number = "1",

}

RIS

TY - JOUR

T1 - Digital Gamification Technologies in the Information and Service Infrastructure of Modern Russia: Youth Dimension

AU - Алейников, Андрей Викторович

AU - Мальцева, Дарья Александровна

AU - Федотов, Даниил Андреевич

PY - 2025/3/1

Y1 - 2025/3/1

N2 - Abstract: The role of digital gamification in the development of the information and service infrastructure of modern Russia is considered. The main approaches to the study of the phenomenon of gamification are analyzed. The effects of using the tools of game mechanics and principles in the social and political communications of young people are presented in detail. The theoretical grounds for measuring the use of information and communication game elements to adjust the political behavior of the youth audience are proposed. Particular attention is paid to the potential of gamification in promoting traditional values, forming a patriotic agenda and strengthening the information and technological sovereignty of the country.

AB - Abstract: The role of digital gamification in the development of the information and service infrastructure of modern Russia is considered. The main approaches to the study of the phenomenon of gamification are analyzed. The effects of using the tools of game mechanics and principles in the social and political communications of young people are presented in detail. The theoretical grounds for measuring the use of information and communication game elements to adjust the political behavior of the youth audience are proposed. Particular attention is paid to the potential of gamification in promoting traditional values, forming a patriotic agenda and strengthening the information and technological sovereignty of the country.

KW - digitalization

KW - game

KW - gamification

KW - gaming technologies

KW - information

KW - information risks

KW - mediatization

KW - youth

UR - https://www.mendeley.com/catalogue/40252308-d6d4-3de7-90de-966f4713394d/

U2 - 10.3103/S0147688225700017

DO - 10.3103/S0147688225700017

M3 - Article

VL - 52

SP - 31

EP - 37

JO - Scientific and Technical Information Processing

JF - Scientific and Technical Information Processing

SN - 0147-6882

IS - 1

ER -

ID: 135470203