This article explores how gamification affects social interactions and cultural norms in digital society, suggesting new perspectives on social dramaturgy.
The article analyzes the concept of social dramaturgy, which is becoming particularly relevant in the conditions of modern digital society. The main attention is paid to the game as a central element that allows to model social interactions and create new forms of motivation for active behavior of people in various fields of activity. The game is considered as a tool for playing social roles, forming collective intentionality and transforming cultural norms. It is emphasized that game scenarios distributed in digital media and on online platforms create new mechanisms of influence on consciousness, blurring the boundaries between the real and the imaginary, individual and collective. These changes have a significant impact on social structures and processes, opening up new perspectives for exploring the potential of drama methods and the role of media technologies in controlling the complex dynamics of the public sphere. The principles and methods of social dramaturgy are considered in the article from the point of view of an interdisciplinary approach that defines a methodological approach in analyzing the process of gamification of a digital society and designing interactions. The scientific novelty of the research lies in the analysis of post-drama theater as a game model of society, in which the boundaries between reality and simulation are blurred. Any social scenario becomes open to multiple interpretations, law and the text of culture. Thus, the text is a study of the functions of the game as a tool of social drama, its influence on the formation of dynamic connections, identities and collective intentionalities in modern media environments. The authors emphasize the need to rethink traditional approaches to understanding cultural practices of interaction in a digital media environment, as well as the role of gamification in blurring the boundaries between reality and simulation.
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Lisenkova et al. (2025) studied this question.
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