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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">communicology</journal-id><journal-title-group><journal-title xml:lang="ru">Коммуникология</journal-title><trans-title-group xml:lang="en"><trans-title>Communicology</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2311-3065</issn><issn pub-type="epub">2311-3332</issn><publisher><publisher-name>МАК</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.21453/2311-3065-2024-12-1-54-64</article-id><article-id custom-type="elpub" pub-id-type="custom">communicology-399</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>МЕДИАКОММУНИКАЦИИ И ЖУРНАЛИСТИКА (ФИЛОСОФСКИЕ НАУКИ)</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>MEDIACOMMUNICATIONS AND JOURNALISM (PHILOSOPHY)</subject></subj-group></article-categories><title-group><article-title>Геймификация как эстетический тренд в коммуникации российский брендов</article-title><trans-title-group xml:lang="en"><trans-title>Gamification as an Aesthetic Trend in Communication of Russian Brands</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-2248-198X</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Радионцева</surname><given-names>Е. С.</given-names></name><name name-style="western" xml:lang="en"><surname>Radiontseva</surname><given-names>E. S.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Радионцева Екатерина Сергеевна – кандидат филологических наук, доцент кафедры «История, философия и социальные коммуникации», ОмГТУ.</p><p>644050, Омск, пр. Мира, 11</p></bio><bio xml:lang="en"><p>Ekaterina S. Radiontseva – CandSc (Philol.), Associate Professor of the Department of History, Philosophy and Social Communications at Omsk State Technical University.</p><p>644050, Omsk, Prospect Mira, 11</p></bio><email xlink:type="simple">rakaty@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Омский государственный технический университет<country>Россия</country></aff><aff xml:lang="en">Omsk State Technical University<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>09</day><month>04</month><year>2024</year></pub-date><volume>12</volume><issue>1</issue><fpage>54</fpage><lpage>64</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Радионцева Е.С., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Радионцева Е.С.</copyright-holder><copyright-holder xml:lang="en">Radiontseva E.S.</copyright-holder><license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.communicology.ru/jour/article/view/399">https://www.communicology.ru/jour/article/view/399</self-uri><abstract><p>Статья посвящена вопросам коммуникации брендов с целевой аудиторией, выявлению трендов в технологиях формирования коммуникативных сообщений. В качестве эмпирической базы для исследования использовались рекламные проекты – победители ADCR Awards 2023, российского профессионального конкурса в области креатива, дизайна, рекламы, учрежденного в 2004 году. База анализа составила 71 рекламный проект. Из них 26 коммуникационных решений маркировано как «созданные на основе приема геймификации» – подхода, характерного для компьютерных игр, применяемого в программных инструментах и неигровом контенте для привлечения аудитории, повышения ее вовлеченности. Автор предпринимает попытку классифицировать геймифицированные решения на основе технологических решений, чтобы выявить основные тренды в организации коммуникативных сообщений в рекламной индустрии. Задачи связаны с выявлением своеобразия технологических подходов. Обзор показал, что рекламисты-практики берут на вооружение разные приемы: AR-технологию, технологию MR-реальности, моделирование специального мероприятия как формата для создания вирусной среды и активное внедрение в рекламную практику искусственного интеллекта. Делаются выводы о том, что приемы геймификации направлены на генерирование креативных решений, близких по ценностям целевым аудиториям брендов.</p></abstract><trans-abstract xml:lang="en"><p>The article is devoted to the issues of communication of brands with the audience and identifies the trends in technologies for creating communication messages. The empirical data is received based on the review of 71 advertising projects – winners of ADCR Awards 2023 – Russian professional competition in the field of creativity, design, and advertising, established in 2004. Of these, 26 communication solutions are labeled as created on the basis of gamification – an approach characteristic of computer games used in software tools and non-game content to attract audiences and increase their involvement. The author makes an attempt to classify gamified solutions based on technological solutions in order to identify the main trends in the organization of communication messages in the advertising industry. The review showed that advertising practitioners are adopting different techniques: AR technology, MR reality technology, modeling a special event as a format for creating a viral environment, and the active introduction of artificial intelligence into advertising practice. It is concluded that gamification techniques are aimed at generating creative solutions that are similar in values to target audiences of brands.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>геймификация в рекламе</kwd><kwd>тренды в рекламной индустрии</kwd><kwd>коммуникация в рекламе</kwd><kwd>эстетика идеи в рекламе</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gamification in advertising</kwd><kwd>trends in the advertising industry</kwd><kwd>communication in advertising</kwd><kwd>aesthetics of ideas in advertising</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Алганаева М.П., Дагбаев Б.З., Карпикова И.С., Пензина О.Н. и др. (2016). Инновационное развитие человеческого капитала: мировой опыт и российская практика. Иркутск: Изд-во БГУ.</mixed-citation><mixed-citation xml:lang="en">Alganaeva M.P., Dagbaev B.Z., Karpikova I.S., Penzina O.N. et al. (2016). 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