Sanagursky D.
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