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The phenomenon of the game as an attraction and its influence in modern society

Abstract

The article examines the phenomenon of the game as an attraction and analyzes the growing influence of game forms in modern society, substantiates the significance of the game as a cultural phenomenon, examines its definition and typology (agon, alea, mimicry, ilinx) and the connection of the game with culture. The text reveals modern transformations of the game: the introduction of game mechanics into popular culture, digital media, sports, the entertainment industry and social networks. Examples of gamification of everyday life and a combination of classic types of games with new technologies are given. The authors substantiate the socio-cultural role of the game as an attraction mechanism a means of attracting attention, involving the audience and channeling human instincts into a peaceful channel. The dual effect of this process is noted: on the one hand, the game enriches experience and communication, on the other hand, it raises questions about the boundaries between reality and the game.

About the Authors

V. V. Plotnikov
Kikot Moscow University of the Ministry of Internal Affairs of Russia; Plekhanov Russian University of Economics
Russian Federation

Plotnikov Vladimir Valerievich, Doctor of Sociology, Associate Professor, Professor

Moscow



E. O. Kubyakin
Academy of Management of the Ministry of Internal Affairs of Russia; Plekhanov Russian University of Economics
Russian Federation

Kubyakin Evgeny Olegovich, Doctor of Sociology, Associate Professor, Honorary Worker of Education of the Russian Federation, Professor

Moscow



References

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Review

For citations:


Plotnikov V.V., Kubyakin E.O. The phenomenon of the game as an attraction and its influence in modern society. P.O.I.S.K. 2025;(4):77-87. (In Russ.)

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ISSN 2072-6015 (Print)