Abstract

The article considers gamification as a variant of infotainment in line with the trends of visualization and multimedia of modern media. The relevance of the proposed work lies in the fact that the author draws attention to the applied nature of gaming technologies, as well as their educational and training functions. Due to the evolutionary transition of gaming in the media from entertainment to information and training, the contingent to which games can be addressed is changing. Gaming technologies are diverse, from epistolary forms and comics that are leaving us to immersive games, stimulating the process of effective production and perception of information content in creolized media texts.

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