DST Episode 28: An Open Code of Trust and an Age of New Meanings: Why Digital Collaboration Starts in Russia?

Options: 1. Playing seriously: esports and technology are changing society. Zoomers, millennials and alphas on the crest of the digital wave 2. Esports is not a toy: why did the IOC bet on digital disciplines? How technology is changing sport, education and society 3. Digital evolution: game addiction or profession of the future? Paradoxes of cybersport 4. Playing by the rules of the future: gamification is becoming a global norm. How to find a balance in the world of digital technologies 5. Open code of trust and the age of new meanings: why digital cooperation starts in Russia? 6. Digital transformation and gamification: a new reality - sports and economy in digitalization. In the first dates of June, Nizhny Novgorod hosted the Global Digital Forum - a large-scale event that brought together representatives of international and regional organizations, government agencies, business, science and education. The participants were 2,827 IT experts from more than 114 countries. Unlike Western venues, the forum became a space of open and equal dialog about international digital cooperation based on mutual respect, trust and equal opportunities for all participants. One of the outstanding speakers was our longtime friend from Namibia - Flip de Bruyn, head of the Namibian Esports Association (NESA) and member of the International Esports Federation (IESF). He spoke about the digital transformation of the African countries of, new trends in the world of esports, as well as shared his observations on the impact of gamification on the younger generation - from education to social skills. In addition, he separately noted the existing prospects for cooperation between Africa and Russia in the field of advanced IT technologies. One of the trends discussed is the rapid growth in the popularity of esports. Recently, the International Olympic Committee announced the creation of the Olympic Esports Games. This decision was a milestone: esports is recognized internationally and is no longer seen as entertainment, but as a serious sport with educational and professional potential. This step paves the way for its introduction into school and university programs in IOC member countries. However, not everyone is ready for this change: there is still skepticism in the educational environment and among parents. Many people find it difficult to understand how to support children who are passionate about esports without harming their development. Balance is the key element. It is necessary to build a system in which esports becomes a part of a full-fledged education and not a substitute for traditional forms of education. Today, phygital sport - a synthesis of traditional sports and cybersports - is particularly active. This new trend combines physical activity with digital technology and can be a great example of how gamification and real sports can go hand in hand, shaping a new generation of well-rounded people. The term “gamification“ in the modern sense began to be used in 2010. But the roots of the technology can be traced back to the XIX century. Then the company Sperry & Hutchinson began to offer customers collectible stamps. In 1984, Charles Coonradt published a book called The Game of Work. He explored the game elements that can help work productivity and laid out the principles of modern gamification. The impetus for the development of the technology came from digitalization: first, online training games appeared, and then IT giants took notice of gamification. They gradually began to introduce game mechanics into training and recruitment. According to a forecast by the consulting company Frost & Sullivan, the global gaming market is expected to reach USD 14.5 billion this year. This industry is also developing in Russia. For instance, experts from InSight ONE found that more than half of Russians play computer games. The age of an average Russian gamer is 30. The technology has great potential in Russia—it just needs to be applied wisely. Gamification is now being used across many industries, from call centers to logistics. Lack of experience and expertise is one of the industry’s major drawbacks. Just like in a computer game, gamification requires well-developed scenarios and attention to detail. Not to mention the importance of government oversight of the video game market and the need to identify any destructive ideologies hidden within game content. Among the potential downsides is the risk of addiction. Game elements—especially reward systems—can lead to psychological dependence and a craving for “rewards,“ which may distract from real-life goals and decrease motivation once the stimuli are removed. #digital #technology #gamification #globaldigitalforum #game #gaming #esports #russia #namibia #interview #podcast #zvezda #tv
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