SCREEN-BASED GAME COMMUNICATIONS AS AN INDICATOR OF THE PERCEPTION OF MEDIA REALITY THE SOCIAL STATUS & GENERATION ASPECT

The article outlines the main directions in the study of on-screen game communications as system-organizing elements of the media environment. The author declares the game/screen/communications/multimedia conjugacy and tests the hypothesis about the status-generation gap in the perception of the game phenomenon by students and university teachers. The latter pass on their own worldview priorities in the process of training specialists for the field of media communications: journalism, advertising, public relations, etc. The discovery of this gap makes it possible to understand and evaluate from the positions of the game paradigm the problems of screen media reality, which is formed individually (the projection "student") and institutionally (the projection "teacher"). The game technology Boss Fight is regarded in the article as an indicator of potential conflicts in the training space as well as an actual method of their optimization. This technology was involved by the author in the training course Television Journalism (RUDN University, 2017/18 academic year).

Авторы
Издательство
M V LOMONOSOV MOSCOW STATE UNIV, DEPT JOURNALISM
Номер выпуска
4
Язык
Русский
Страницы
124-138
Статус
Опубликовано
Год
2018
Ключевые слова
game; on-screen communications; status; generation; manipulations
Дата создания
19.05.2021
Дата изменения
19.05.2021
Постоянная ссылка
https://repository.rudn.ru/ru/records/article/record/73441/
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