«Вы есть ваши данные»: селф-трекинг как феномен глубокой медиатизации
The article examines digital self-tracking (the practices of surveying one’s body, behavior and thinking by means of mobile applications and wearable devices) as a case of deep mediatization. The study of this phenomenon is relevant not only due to the increasing popularity of self-tracking technologies, but also due to a broader tendency of metrization and quantification of social life. Examining a growing body of foreign research literature in the field, the author defines self-tracking as a media technology and social practice with a range of specific features. In particular, self-tracking is problematized through the concepts of deep mediatization, datafication, gamification and automation. The article addresses different theoretical optics, through which these aspects of quantified self-tracking are understood and analyzed. The positions of both proponents and opponents of this practice are emphasized. The article concludes by pointing to the polarization of academic discussion around self-tracking and the related processes of deep mediatization, while emphasizing the necessity of going beyond it.
The article reviews the problems of using an electronic document (i.e. legally significant computer information) as a necessary tool for building a digital economy. This problem becomes of special importance in terms of implementation of distributed computing in the interests ofmodern technologies, including Big Data,Artificial Intelligence, Blockchain, Industry 4.0,Industrial Internetof Things,Virtual and Augmented Reality technologies, etc. The authors showthat in case of development and adoption ofthe Law "On Electronic Document", we can link the concepts of "Electronic Document" and "Data Message", and can identify several categories of Computer Information (Electronic data interchange) having asignificance: specified Computer data, traffic data, stored Computer data, traffic data,content data.
This article discusses the potentiality and risks of applying transmedia storytelling strategies in the realm of education. The empirical approach is used to analyze the experiential education project Robot Heart Stories, developed in 2011 in Canada and the United States. The theoretical framework focuses on the conceptualization of transmedia storytelling in the scope of education and the examination of the implications of gamification in this scenario. The methodological approach of the case study is based on the transmedia project design analytical model and applied to Robot Heart Stories to depict how the project was developed and demonstrate how transmedia strategies can potentially enhance education. The research findings point out that the transmedia strategies in the project placed the students in the center of the learning process and motivated them to learn. As the students were actual characters in the story, they had the opportunity to experience it, instead of just listening or reading it. The project nurtured skills, such as multimodal literacy, critical literacy, digital literacy, media literacy, visual literacy, information literacy, and game literacy, in addition to interpersonal communication skills and experiential learning.
The article addresses the understudied phenomenon of digital quantification of the body and everyday life, which has arisen due to the spreading of wearable and mobile fitness technologies. The author reviews a number of recent studies which have contributed significantly to the conceptualization of digital self-tracking. Examining various approaches and directions in the study of self-tracking the author focuses on three aspects: a) on the manifestations and discourses of self-tracking; b) on its styles and practices; and c) on its social contexts and effects. The works under review show how trackers of physical and social activities can transform people’s everyday practices and how users interact with fitness technologies, interpret quantified data and construct their own embodied identity. Importantly, the efficiency of self-tracking tools is associated with their “sociability” and “intelligence” — the qualities achieved through anthropomorphization of digital devices and creating a culture of sharing. It is also underscored that the practice of self-tracking goes beyond individual experience, actively invading other social worlds, and may eventually become an inherent feature of a “sensor society”. Summarizing the outcomes of current research, the author comes to a conclusion that further conceptualization of digital self-tracking must take into account its complex and multi-vector nature. On the one hand, self-tracking is productive, as it contributes to broadening the possibilities for self-knowledge and self-management, on the other hand, it can have disciplining, discriminating, coercive and alienating effects.
Gamification refers to the use of game elements and designs in non-game environments. As a result customers and employees involved stay more focused and motivated to accomplish the chosen goal. We explore customer engagement practices (gamification) of the Russian companies including application areas, funding and perceived efficiency of these initiatives and their shifts over time. Our analysis is based on two waves of data collection: 2015 and 2018, as the result we outline four groups of practices based on the scope of the gamification techniques used and variety of the business processes involved.
The collection contains articles that were published as a result of the work of the 7th International Scientific Interdisciplinary Conference on Research and Methodology Institute of Foreign Languages (RUDN University). The main goal of the conference - to reveal the diversity of functional aspects of intercultural communication within the process of world education integration, to focus on translation and interpreting issues in the conditions of the modern society.
This article describes the methods and techniques used in teaching Arabic language at an advanced stage for gamification (i.e. the integrated use of gaming technology) of educational process
Several approaches to the concept of fatherhood present in Western sociological tradition are analyzed and compared: biological determinism, social constructivism and biosocial theory. The problematics of fatherhood and men’s parental practices is marginalized in modern Russian social research devoted to family and this fact makes the traditional inequality in family relations, when the father’s role is considered secondary compared to that of mother, even stronger. However, in Western critical men’s studies several stages can be outlined: the development of “sex roles” paradigm (biological determinism), the emergence of the hegemonic masculinity concept, inter-disciplinary stage (biosocial theory). According to the approach of biological determinism, the role of a father is that of the patriarch, he continues the family line and serves as a model for his ascendants. Social constructivism looks into man’s functions in the family from the point of view of masculine pressure and establishing hegemony over a woman and children. Biosocial theory aims to unite the biological determinacy of fatherhood with social, cultural and personal context. It is shown that these approaches are directly connected with the level of the society development, marriage and family perceptions, the level of egality of gender order.