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| 1 | Introduction. The definition of the concept of “cultural gaming practice” is given as “a diverse, based on the current and future interests of the child type of independent activity and behavior”. It substantiates why in cultural practice a child becomes a full-fledged subject of activity, interaction and communication. The parameters of the optimal “inviting” game space created and provided by adults are highlighted. Material and methods. The differences of the “child’s world” in the game from the “real” world of adults are considered, the analysis of the information that the child receives and learns in the game, the classification of information sources is carried out. The degree of relevance of the information depends on who is the source of the information, what role they play for the child, what their status is. Examines the dependence of information on the place of “action8 of the game, the age of the participants, the degree of their “trust” in the other, the “friendliness” in the game team, as well as on what age stage of preschool childhood the child receives and masters this information. The influence of this information on the content and rating of children’s game is determined. The definition of a quest as a type of plot is given. Results and discussion. The results of a survey of social network participants and regular quest players among the population of the Siberian Federal district for confirmation or refutation of the relevance of the creation and implementation of quest games on the plot of Russian folk tales are presented. It was determined that at present a new playing space is being formed that allows preschool children to learn and play in fundamentally new forms for them, such as quest games, plots of favorite fairy tales. The concept of “life practices” is introduced, which are divided into conditionally positive and conditionally negative cultural practices. Conclusion. Adults are responsible for the content of the child’s play. The study allows to determine the advantages of the game as a way of entering the culture, which fully corresponds to the age-related capabilities of preschool children, meets the need of children in “life practices”, creating and influencing the formation of the basis of personal culture of the child. Keywords: game, cultural practice, cultural game practice, content of the game, culture of the game, quest game, “real life practices”, the basis of personal culture of the child | 1379 | ||||




