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SOURCE:    Historical, Philosophical, Political and Law Sciences, Culturology and Study of Art.
Issues of Theory and Practice
. Tambov: Gramota, 2015. № 3. Part 2. P. 56-61.
SCIENTIFIC AREA:    Philosophical Sciences
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"LANGUAGE GAMES": DISCURSIVE PRACTICES OF IDENTIFYING EMOTIONAL AND COGNITIVE TECHNOLOGIES FOR INVOLVING INTO DIALOGUE

Grigor'eva Larisa Yur'evna
Far Eastern Federal University in Vladivostok


Abstract. The article presents the discourse-analysis of the definition "gamification" that was mentioned by Johan Huizinga. Necessity for the analysis arises in the discursive practice of identifying techniques for constructing dialogue under the conditions of mass communication. The convergence of mass media genres, using the elements of game in modern TV formats are conditioned both by the transformation of social processes and by the essence of mass media. The author argues for the necessity for methodological and interdisciplinary complementarity while explaining the processes of game, gamification and communication.
Key words and phrases: игрофикация, игра, играизация, игрореализация, геймеризация, эмоционально-когнитивная технология, диалог, массмедиа, gamification, game, gamification, game-realization, gamerization, emotional and cognitive technology, dialogue, mass media
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