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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">mininuniver</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник Мининского университета</journal-title><trans-title-group xml:lang="en"><trans-title>Vestnik of Minin University</trans-title></trans-title-group></journal-title-group><issn pub-type="epub">2307-1281</issn><publisher><publisher-name>Minin Nizhny Novgorod State Pedagogical University</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26795/2307-1281-2017-4-13</article-id><article-id custom-type="elpub" pub-id-type="custom">mininuniver-708</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>СОЦИАЛЬНАЯ ФИЛОСОФИЯ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>SOCIAL PHILOSOPHY</subject></subj-group></article-categories><title-group><article-title>ОСОБЕННОСТИ ГЕЙМИФИКАЦИИ ПРИ РАБОТЕ С ТРУДОВЫМИ РЕСУРСАМИ: ФИЛОСОФСКИЙ АСПЕКТ</article-title><trans-title-group xml:lang="en"><trans-title>CHARACTERISTICS OF GAMIFICATION WORKING WITH HUMAN RESOURCES: PHILOSOPHICAL ASPECT</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Бабаева</surname><given-names>А. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Babaeva</surname><given-names>A. V.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Бабаева Анастасия Валентиновна – доцент кафедры философии и общественных наук.</p><p>Нижний Новгород.</p></bio><bio xml:lang="en"><p>Babaeva Anastasia Valentinovna – Associate Professor, Chair of Philosophy and Social Sciences.</p><p>Nizhny Novgorod.</p></bio><email xlink:type="simple">dff1890@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Клюев</surname><given-names>А. А.</given-names></name><name name-style="western" xml:lang="en"><surname>Klyuev</surname><given-names>A. A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Клюев Артем Алексеевич – магистр кафедры философии и общественных наук.</p><p>Нижний Новгород.</p></bio><bio xml:lang="en"><p>Klyuev Artem Alekseevich – Master of the Department of Philosophy and Social Sciences.</p><p>Nizhny Novgorod.</p></bio><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Нижегородский государственный педагогический университет им. К. Минина.</institution><country>Россия</country></aff><aff xml:lang="en"><institution>Minin Nizhny Novgorod State Pedagogical University.</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2017</year></pub-date><pub-date pub-type="epub"><day>25</day><month>12</month><year>2017</year></pub-date><volume>0</volume><issue>4</issue><fpage>13</fpage><lpage>13</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Бабаева А.В., Клюев А.А., 2017</copyright-statement><copyright-year>2017</copyright-year><copyright-holder xml:lang="ru">Бабаева А.В., Клюев А.А.</copyright-holder><copyright-holder xml:lang="en">Babaeva A.V., Klyuev A.A.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.minin-vestnik.ru/jour/article/view/708">https://www.minin-vestnik.ru/jour/article/view/708</self-uri><abstract><sec><title>Введение</title><p>Введение: В статье анализируется современное положение компаний на рынке и отмечается необходимость совершить качественный скачок в конкурентной борьбе, поскольку динамика социальных процессов требует непрерывного технологического и идеологического развития HR-служб, отвечающих за решение кадровой проблемы в организации. Современная концепция «непрерывного образования» обуславливает необходимость включения собственно производства в процесс поствузовского развития образовательной траектории специалиста.</p></sec><sec><title>Материалы и методы</title><p>Материалы и методы: Такой скачок возможен в сфере работы с трудовыми ресурсами посредством внедрения геймификации как практики, обеспечивающей существенное улучшение показателей работы профильных служб на предприятии. В ходе исследования, проводится анализ текущего теоретического состояния понятия геймификации и ключевых подходов к его трактовке. В статье дается обзор дискуссий, которые развернулись в последние два десятилетия вокруг феномена геймификации и правомерности его включения в научный обиход. Авторы настаивают на разграничении понятий «игра» и «геймификация». Геймификация трактуется в качестве особого принципа социальных практик в отличие от «чистой» игры как самодостаточного, автономного вида деятельности. Вне зависимости от дополнительных функций игре самой по себе не свойственен прагматический, утилитарный характер. Иными словами, цель игры лежит внутри самой игры и может отсутствовать за ее пределами, в то время как цель геймифицированной деятельности всегда задана логикой практического применения.</p></sec><sec><title>Результаты исследования</title><p>Результаты исследования: Рассматриваются особенности геймифицированной деятельности и ее связь с четырьмя основными типами игр, выделяемых на основе систематизации игр Р. Кайуа. Проводится генетическая связь между играми по типу «agon», «mimicry», «illinx», «alea» и производными от них геймифицированными практиками. Выявляется возможность применения каждого типа геймифицированной практики в работе HR-службы, достоинства и недостатки этих практик.</p></sec></abstract><trans-abstract xml:lang="en"><sec><title>Introduction</title><p>Introduction: This paper examines the current situation with companies in the market and examines the need for such companies to make a qualitative leap in competitive strategy, because the dynamics of social processes requires continuous technological and ideological development of the HR departments are responsible for dealing with personnel problems in the organization. The modern concept of "lifelong learning" represents necessitaty of including in the process the development of postgraduate educational path specialist.</p></sec><sec><title>Materials and methods</title><p>Materials and methods: For better understanding, the role of gamification is needed to be defined, so the article also analyses the current state of the theory of gamification and main approaches to its interpretation. The article provides an overview of the discussions that unfolded in the last two decades around the phenomenon of gamification and the legality of its inclusion into scientific use. The authors insist on the distinction between the concepts "game" and "gamification". Gamification is treated as a special principle of social practices in contrast to "pure" game as self-contained, offline activity. Regardless of extra features, the game itself is not peculiar to the pragmatic, utilitarian character. In other words, the goal of the game lies within the game itself and could not exist outside it, while the goal of a gamified activity is always set to practical goals.</p></sec><sec><title>Results</title><p>Results: Such a leap could be made possible in human resources by introducing gamification, which is proven to provide a significant improvement in performance with HR services in the enterprise. We conducted research to see the connection between gamification and the four types of games considered by the theorist R. Caillois such as «agon», «mimicry», «illinx», «alea». These four applications of gamification both have advantages and disadvantages which have been identified.</p></sec></trans-abstract><kwd-group xml:lang="ru"><kwd>геймификация</kwd><kwd>игра</kwd><kwd>трудовые ресурсы</kwd><kwd>HR</kwd><kwd>игроизация</kwd><kwd>alea</kwd><kwd>agon</kwd><kwd>mimicry</kwd><kwd>illinx</kwd></kwd-group><kwd-group xml:lang="en"><kwd>gamification</kwd><kwd>game</kwd><kwd>manpower farces</kwd><kwd>HR</kwd><kwd>alea</kwd><kwd>agon</kwd><kwd>mimicry</kwd><kwd>illinx</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Богост Я. Видеоигры – это бардак // Медиафилософия Х. Компьютерные игры: стратегии и исследования. СПб.: Изд-во Санкт-Петербургского философского общества, 2014. С. 292-319.</mixed-citation><mixed-citation xml:lang="en">Bogost Ja. Video Games are a Mess. Mediafilosofija H. Kompjuternye igry: strategii i issledovanija [Mediaphilosophy X. 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