ISSN: 2073-2635
eISSN: 2949-270X
eISSN: 2949-270X
Editor-in-Chief of the Scientific journal
The authors define the role, place, and significance of gaming practices in education. The paper presents an analysis of the transformation of the educational space in connection with the development of the gaming space based on the digitalization of all spheres of the life of a modern person. Assessing the scale of gamification in the contemporary world, the authors pay attention to the influence of this phenomenon on the conditions and factors in the formation of the education space. The research discusses the grounds, causes of gamification and the coverage of the population with computer games. The tasks and problems of using gamification as a method in the learning process are shown in a brief form. The risks of gamification and the harmful effects of gambling addiction are disclosed. The authors aim to draw attention to the research of all aspects of gamification, the specifics and scale of the impact on the educational space due to the wide spread of gamification, gaming practices and gambling, and a small number of scientific publications on this issue.