The Use of Game Elements in Television Programs
Description
The purpose of the research is to study the process of using game elements in modern television programs; to broaden the idea of properties of gaming, its brain building and hedonistic nature. The research methodology consisted in the application of the historical-logical method. This methodological approach allows for exposing and analyzing gaming as an activity that possesses such characteristic features as entertainment, unproductivity, and fictitiousness of its nature. It is necessary to determine how the following functional skills are formed in the process of studying gaming techniques: cognitive, structural, communicative, informative, organizational; and to prove that culture arises from gaming, although gaming does not transform into culture, but remains next to it. The scientific novelty of the work. The comparative analysis of the role of games in society provides for deeper understanding of the fact that by means of a game one develops and improves different skills and abilities, including the ability of mental regulation of their activity. Games reflect the norms of life in society, rules of behavior, and situations resembling life experience. In this respect, it is expedient to consider the use of game elements in television programs, which facilitates the emergence of new, distinctive methods of data submission; to identify its similarity to mass-communicative activity; to systematize practical knowledge on the basis of the scientific approach. Conclusions. The use of game form in television programs was analyzed; the evolution of gaming and its similarity to mass-communicative activity was studied; the role of game in managing resources given through arts was identifiеd. Game is described as a method that allows for narrowing the gap between the host and the audience. The basic tendencies of using game in television programs which attach particular importance to new methods of data submission were identifiеd. The reasons facilitating the emergence of new, distinctive methods of data submission were considered; a review of publications exploring the use of game elements in television programs was submitted.
Files
The_Use_of_Game_Elements_in_Television_Programs.pdf
Files
(245.0 kB)
Name | Size | Download all |
---|---|---|
md5:91109a8724cfdbc5260ade715f148ff6
|
245.0 kB | Preview Download |
Additional details
References
- Boreckij, R. (2003). Watch out for TV ! Moscow: Ikar.
- Mashchenko, I. (1998). Television of Ukraine. Vol. 1. Kyiv: Tetra.
- Mashchenko, I. (2001). Myths and Reality of TV and Radio. Kyiv: «Ahenstvo TRK».
- Nabokova, H. (2013). Entertaining programs on Ukrainian television as gaming social practices. Ukrainska kultura: mynule, suchasne, shliakhy rozvytku [Ukrainian culture: past, modern, ways of development], no. 19, vol. 1. pp. 72–77.
- Oleshko, V. (2005). Journalism as creativity. Moscow: RIP-holding.
- Sumskoj, P.F. (2009). TV game as a form of interactive communication: the experience of culturological analysis. D.Еd. Chelyabinsk State Academy of Culture and Arts.
- Hejzing, J. (2003). Man playing = Homo ludens. Moskva : Ajris press.
- Jusipovich, A.V. (2017). Types of entertainment television programs in Ukraine Available at [Accessed 12. October 2017].