IGROREALIZATION IN MODERN MEDICAL ACTIVITY, Game...

IGORREALIZATION IN MODERN MEDICAL ACTIVITY

As a result of studying this chapter, the student must:

know

• the main psychological mechanisms of perception;

• principles and methods for creating texts in the form of game realizations;

be able to

• Use emotional (game) and rational components in creating mass-communication texts of different content;

own

• The skills of preparing effective journalistic texts in the form of igrorealization, intended for different auditor groups.

Andrzej Stock was joking: "You need to know the rules of the game, but it's better to install them yourself". And the theme of games is widely known expression: "The whole world is a theater, and people in it are actors." This image, found by Shakespeare's translator, is so often used by psychologists to illustrate the principles of interpersonal communication, that no one already pays attention to the apparent illogicality that arises in this case. After all, the theatrical performance implies at least the presence of a group of regular viewers. With acts of interpersonal communication, actors are constantly changing roles, and there may be "spectators", but they are usually random people. But the world of mass communication without any exaggeration is almost analogous to the theater, because people working in the media often perform actors' roles, including functions (both literally and figuratively).

Game: essence, basic forms

If we consider the game and specific mass-communication activities as cultural phenomena, rather than simple biological functions, then there will be several signs of similarity.

First, the game is not "ordinary" life and life as such. It is rather a way out of the framework of this life into a temporary sphere of activity that has its own direction. But after all, media products are not a direct reflection of the "everyday" life. And the journalist comes out of the framework this life in the sphere of mass-communication creativity, most often with the goal of self-realization as an individual.

Secondly, the "Products This creative activity, like the game, is detached from the "ordinary" life by a concrete place of action, heroes (types), duration (volume), etc.

Third, the repeatability (simulability) characterizes not only the game or mass communication activities in general, but also their internal structure.

Fourth, with good reason, you can probably talk about "spatial" restriction of objects. Any game takes place inside its playing space. Similarly, products of mass communication activities are some closed "spaces", on which special rules are valid. In this journalism is akin to art. But if, as A. A. Potebnya noted, a work of art is always an allegory, then the production of the media is a certain context within which society formulates a demand that, perhaps, will never be realized, but which makes us strive beyond our lives to to what lies behind it.

Fifth, we emphasize: the fact that every game is called rules, in the field of mass communication can be designated as the requirements of the genre, specificity, etc. The relationship of concepts is obvious.

Thus, far from completing the list of characteristics that allow us to talk about the generality of this kind of phenomenon, we were convinced that the game and mass communication activities have much more points of contact than functional contradictions. Therefore, it is possible to identify and describe the Igrealization of the subject of mass-communication activity as a form of its activity, as a meaningful form, meaningful, and as a psychological and actually creative function.

We have already talked about igrerealizatsiya as one of the forms of deindividualization of the individual. But in that case, we considered a very narrow sense of the concept: when the production of media for the audience (much less often for the journalist himself) is a kind of "waking up", i.e. a means of realizing unfulfilled and unfulfilled desires that in real life have not been realized. In this context, we will talk about a reality called game and accessible to the perception of any and all, for it can not be based on any rational foundation, but is a manifestation of the essential principles of the personality.

But is it possible in this case to plan any parameters of a contact situation of a dialogue nature in the conduct of mass communication activities? Let's try to answer this question.

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