Gamification in the context of media practice

Authors

  • Natallia A. Fedotova The Institute of Journalism, Belarusian State University, 9 Kal’varyjskaja Street, Minsk 220004, Belarus

Keywords:

massmedia, recreative content, emotions, entertainment, post-­truth, gamification, newsgames, newsgamesmedia engagement, cognitive resource

Abstract

This article is devoted to current research issues, which are related with the trend of combining information and recreative  content in media practice. The text reflects the change in the content, themes and formats of media texts. It is shown how news and comments are united with recreative elements, sensationalism and fun. The author considers how emotional appeal  becomes a tool of journalistic practice. What does the game matter in new technological conditions? The main focus is on the  gamification as a demanded format of media practice. The article raises a number of actual questions. How does mass media  work? What are news games? How does gamification relate to the emotional sphere and what needs does it satisfy? Does it  promote the engagement of users in the consumption of media content? The conclusions are based on typical examples from  media, where gamification is used not only for entertainment, but as an intellectual and cognitive resource.

Author Biography

  • Natallia A. Fedotova, The Institute of Journalism, Belarusian State University, 9 Kal’varyjskaja Street, Minsk 220004, Belarus

    PhD (philology); associate professor at the department of medialogy and web-­journalism

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Published

2019-04-14

How to Cite

[1]
Fedotova, N.A. 2019. Gamification in the context of media practice. Journal of the Belarusian State University. Journalism. 2 (Apr. 2019), 4–11.