<?xml version='1.0' encoding='utf-8'?>
<article xmlns:ali="http://www.niso.org/schemas/ali/1.0/" 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" article-type="research-article" dtd-version="1.2" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">kaspy</journal-id><journal-title-group><journal-title xml:lang="ru">THE CASPIAN REGION: politics, economics, culture</journal-title></journal-title-group><issn publication-format="electronic" /><issn publication-format="print">1818-510X</issn><publisher><publisher-name xml:lang="ru">Астраханский государственный университет им. В. Н. Татищева</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">2244</article-id><article-id pub-id-type="doi">10.54398/1818510Х_2023_1_128</article-id><article-id pub-id-type="udс">314</article-id><title-group xml:lang="ru"><article-title>Virtual gamification of the economic sphere of modern society</article-title></title-group><title-group xml:lang="en"><article-title>Virtual gamification of the economic sphere of modern society</article-title></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-0205-7935</contrib-id><name-alternatives><name xml:lang="ru"><surname>Bibarsov</surname><given-names>Dmitry A.</given-names></name><name xml:lang="en"><surname>Bibarsov</surname><given-names>Dmitry A.</given-names></name></name-alternatives><email>bibarsov.asu@mail.ru</email><xref ref-type="aff" rid="aff3647" /></contrib></contrib-group><aff-alternatives id="aff3647"><aff><institution xml:lang="ru">Astrakhan Tatishchev State University</institution></aff><aff><institution xml:lang="en">Astrakhan Tatishchev State University</institution></aff></aff-alternatives><pub-date date-type="pub" /><pub-date date-type="pub" iso-8601-date="2023-05-15"><day>15</day><month>05</month><year>2023</year></pub-date><issue>1</issue><fpage>128</fpage><lpage>133</lpage><history><date date-type="received"><day>30</day><month>12</month><year>2022</year></date><date date-type="accepted"><day>30</day><month>01</month><year>2023</year></date></history><self-uri xlink:href="https://kaspy.asu-edu.ru/en/archive/2023/issue/1/article/2244">https://kaspy.asu-edu.ru/en/archive/2023/issue/1/article/2244</self-uri><self-uri xlink:href="https://kaspy.asu-edu.ru/storage/kaspy/archive/1(74)/128-133.pdf" content-type="pdf">https://kaspy.asu-edu.ru/storage/kaspy/archive/1(74)/128-133.pdf</self-uri><abstract xml:lang="ru"><p>The article discusses the features and manifestations of the process of virtual
                        gamification in the economic sphere. The main features of the modern economic sphere, understood
                        within the framework of the concept of "late capitalism" are highlighted. The features of the
                        concepts of "production" and "consumption" within the framework of the temporality of late
                        capitalism are outlined, and a conclusion is made about the playful nature of modern consumption. A
                        model for understanding the concept of "consumption" in the context of virtual gamification of the
                        economy has been built. A socio-philosophical analysis of the main manifestations of the
                        introduction of game mechanics into the process of direct production, as well as consumption in the
                        temporal conditions of late capitalism, has been carried out. Using specific examples, the author
                        explores the possibilities of using game mechanics (including PBL gamification) in the economic
                        sphere of society. On the basis of statistics, cases of impulsive purchases within the framework of
                        Double Eleven sales in China are described, and the possibilities of using crowdsourcing platforms
                        in modern production are also investigated. A brief description of the current state of the video
                        game industry as part of the modern economy is also given, in particular, the main problems and
                        prospects for the Russian video game industry are highlighted. Based on the study of statistical
                        studies, a conclusion was made about the deepening of the process of gamification and the importance
                        of its further theorizing and socio-philosophical analysis.
                    </p></abstract><abstract xml:lang="en"><p>The article discusses the features and manifestations of the process of virtual
                        gamification in the economic sphere. The main features of the modern economic sphere, understood
                        within the framework of the concept of "late capitalism" are highlighted. The features of the
                        concepts of "production" and "consumption" within the framework of the temporality of late
                        capitalism are outlined, and a conclusion is made about the playful nature of modern consumption. A
                        model for understanding the concept of "consumption" in the context of virtual gamification of the
                        economy has been built. A socio-philosophical analysis of the main manifestations of the
                        introduction of game mechanics into the process of direct production, as well as consumption in the
                        temporal conditions of late capitalism, has been carried out. Using specific examples, the author
                        explores the possibilities of using game mechanics (including PBL gamification) in the economic
                        sphere of society. On the basis of statistics, cases of impulsive purchases within the framework of
                        Double Eleven sales in China are described, and the possibilities of using crowdsourcing platforms
                        in modern production are also investigated. A brief description of the current state of the video
                        game industry as part of the modern economy is also given, in particular, the main problems and
                        prospects for the Russian video game industry are highlighted. Based on the study of statistical
                        studies, a conclusion was made about the deepening of the process of gamification and the importance
                        of its further theorizing and socio-philosophical analysis.
                    </p></abstract><kwd-group xml:lang="ru"><kwd>social philosophy</kwd><kwd>social reality</kwd><kwd>economic sphere</kwd><kwd>consumer society</kwd><kwd>consumption</kwd><kwd>late capitalism</kwd><kwd>crowdsourcing</kwd><kwd>virtual gamification</kwd><kwd>video game industry</kwd><kwd>video game philosophy</kwd></kwd-group><kwd-group xml:lang="en"><kwd>social philosophy</kwd><kwd>social reality</kwd><kwd>economic sphere</kwd><kwd>consumer society</kwd><kwd>consumption</kwd><kwd>late capitalism</kwd><kwd>crowdsourcing</kwd><kwd>virtual gamification</kwd><kwd>video game industry</kwd><kwd>video game philosophy</kwd></kwd-group><funding-group xml:lang="ru"><funding-statement /></funding-group><funding-group xml:lang="en"><funding-statement /></funding-group></article-meta></front><body /><back><ref-list /></back></article>