2014/1(15)

Contents

Cultural Theory

Cultural History

Moskovskaya D.

Cultural Anthropology

Baryshev I.

Mongush M.

Applied Cultural Research

Sanagursky D.

Humanities

Mazur L.

Primochkina N.

Svyatoslavsky A.

Small Encyclopaedia of Culturology

Okorokov A.

Reviews

Yureneva T.

Current Events

Yuryeva T.

 
UDC 304.2
Sanagursky D.
Gamification as the factor forming the virtual identity

Abstract.
With the appearance and proliferation of online games the scientific dictionary added the concept of «gamification». It is a complex process that combines elements of psychological, cultural and marketing technologies. Its purpose is to attract and retain customers (players), to form the consumer’s loyalty to products of the gaming industry for commercial profit. The author reviews the concept and techniques of gamification on the example of the online game «Shararam», inspired by the animated series «Smeshariki».

Key words: virtual identity, motivation, gamification, online games, online communities, Smeshariki .


Sanagursky Dmitry Yurievich,
Lecturer,
Department of Cultural Studies, sociocultural anthropology and social communications, Russian State University of Physical Education, Sport, Youth and Tourism (SCOLIPE) (Moscow),
e-mail: gur3@mail.ru

 

Founder
  Likhachev
  Russian Research
  Institute for Cultural
  and Natural
  Heritage
     
Publisher
  Likhachev
  Russian Research
  Institute for Cultural
  and Natural
  Heritage

Frequency 
  4 issues per year

Published
online only

Certificate
of the mass
information media
registration:
Эл. № ФС77-59205,
date: 03.09.2014


  
© Российский институт
    культурологии, 2010-2014.
© Российский научно-
    исследовательский
    институт культурного
    и природного наследия
    имени Д.С.Лихачёва,
    2014-2024.

 


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     The authors’ opinions expressed therein are not necessarily those of the Editor.

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