Результаты исследований: Научные публикации в периодических изданиях › статья › Рецензирование
Digital Gamification Technologies in the Information and Service Infrastructure of Modern Russia: Youth Dimension. / Алейников, Андрей Викторович; Мальцева, Дарья Александровна; Федотов, Даниил Андреевич.
в: Scientific and Technical Information Processing, Том 52, № 1, 01.03.2025, стр. 31-37.Результаты исследований: Научные публикации в периодических изданиях › статья › Рецензирование
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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