Gamification in the context of media practice
Keywords:
massmedia, recreative content, emotions, entertainment, post-truth, gamification, newsgames, newsgamesmedia engagement, cognitive resourceAbstract
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.
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