An approach to extraction, explication and presentation of contextual knowledge in the study of developing interdisciplinary research areas

Olga Kononova, Dmitry Prokudin


The development of the processes of Informatization and digitalization leads to the formation of new interdisciplinary scientific directions that affect both the dynamics of social development and the correction of the direction of scientific research. At the same time, digital transformations of society often outstrip the processes of transformation of science, forcing science to constantly improve both technologies and applied software tools. The article considers using methods of extraction, research and presentation of contextual knowledge in the study of the development of the terminological base of developing interdisciplinary research areas on the example of the direction "Social and ethical aspects of the digital economy: gamification in the social, scientific and educational spheres" in the context of the development of urban information space. The main aspects of using gamification technologies in urban development are revealed. The article presents the dynamics of changes in the subject of publications and draws conclusions about the development of these areas in the Russian scientific discourse and its compliance with world trends. The main term-concepts involved in the formation of the thesauri of the interdisciplinary research direction "Social and ethical aspects of the digital economy: gamification in the social, scientific and educational spheres" are also identified. The research was carried out on the basis of information extracted from various digital sources, including scientific publications-collections of Russian-language (ELibrary) and English-language scientific publications (Scopus, ScienceDirect) and the content of social and political discourse (media) over the past 10 years. The authors applied the scientific method of automated extraction and explication of contextual knowledge (synthetic method) from the array of information resources of textual modality. An approach to the presentation and uses of the results as a machine-readable thesaurus as a set of identified terms is also proposed. Russian-language libraries ELibrary and T-Libra, multilingual environment Voyant-Tools are used as search and data analysis tools. An information system based on Open Journal Systems is used to present the thesauri.

Full Text:

PDF (Russian)


Agbozo E., Chepurov E. Enhancing e-Participation via gamification of e-Government platforms: A possible solution to SubSaharan African e-Government initiatives // CEUR Workshop Proceedings. 2018. Vol. 2145. P. 83-86. URL:

Allessie D. Only Smart Citizens can enable true Smart Cities. CitizenLab. 2016. URL:

AlSkaif T., Lampropoulos I., Broek M. van den, Sark W.van Gamification-based framework for engagement of residential customers in energy applications // Energy Research & Social Science. 2018. 44. P. 187-195. DOI: 10.1016/j.erss.2018.04.043.

Aparicio M., Oliveira T., Bacao F., Painho M. Gamification: A key determinant of massive open online course (MOOC) success // Information & Management. 2019. 56(1). P. 39-54. DOI: 10.1016/

Barratt P. Healthy competition: A qualitative study investigating persuasive technologies and the gamification of cycling // Health & Place. 2017. 46. P. 328-336. DOI: 10.1016/j.healthplace.2016.09.009.

Dargan T., Evequoz F. Designing engaging e-Government services by combining user-centered design and gamification: A use-case // Proceedings of the 15th European Conference on eGovernment ECEG 2015 University of Portsmouth, 2015. 70.

Deterding S., Dixon D., Khalad R., Nacke L. From game design elements to gamefulness: Defining ‘gamification’ // Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11). ACM, New York, NY, USA. 2011. P. 9-15. DOI: 10.1145/2181037.2181040.

Dias L.P.S., Barbosa J.L.V., Vianna H.D. Gamification and serious games in depression care: A systematic mapping study // Telematics and Informatics. 2018. 35. P. 213–224. DOI: 10.1016/j.tele.2017.11.002.

Dorcec L., Pevec D., Vdovic H., Babic J., Podobnik V. How do people value electric vehicle charging service? A gamified survey approach // Journal of Cleaner Production. 2019. 210. P. 887-897. DOI: 10.1016/j.jclepro.2018.11.032.

Feng Y., Ye H.J., Yu Y., Yang C., Cui T. Gamification artifacts and crowdsourcing participation: Examining the mediating role of intrinsic motivations // Computers in Human Behavior. 2018. 81. P. 124-136. DOI: 10.1016/j.chb.2017.12.018.

Fitz-Walter Z., Johnson D., Wyeth P., Tjondronegoro D., Scott-Parker B. Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience // Computers in Human Behavior. 2017. 71. P. 586-595. DOI: 10.1016/j.chb.2016.08.050.

Hamari J., Koivisto J., Sarsa H. Does Gamification Work? — A Literature Review of Empirical Studies on Gamification // Proceedings of the 2014 47th Hawaii International Conference on System Sciences (HICSS '14). IEEE Computer Society, Washington, DC, USA. 2014. P. 3025-3034. DOI: 10.1109/HICSS.2014.377.

Hassan L., Hamari J. Gamification of E-Participation: A Literature Review // Proceedings of 52nd Hawaii International Conference on System Sciences (HICSS’52), At Maui HI, USA. 2019. P. 3077-3086.

Johnson D., Horton E., Mulcahy R., Foth V. Gamification and serious games within the domain of domestic energy consumption: A systematic review // Renewable and Sustainable Energy Reviews. 2017. 73. P. 249–264. DOI: 10.1016/j.rser.2017.01.134.

Koivisto J., Hamari H. Demographic differences in perceived benefits from gamification // Computers in Human Behavior. 2014. 35. P. 179–188. DOI: 10.1016/j.chb.2014.03.007.

Kononova O., Prokudin D. Synthetic Method in Interdisciplinary Terminological Landscape Research of Digital Economy // SHS Web Conf. 2018. Vol. 50. 01082. DOI: 10.1051/shsconf/20185001082.

Konstantakopoulos I.C., Barkan A.R., He S., Veeravalli T., Liu H., Spanos C. A deep learning and gamification approach to improving human-building interaction and energy efficiency in smart infrastructure // Applied Energy. 2019. 237. P. 810–821. DOI: 10.1016/j.apenergy.2018.12.065.

Marcucci, E., Gatta, V., Le Pira, V.: Gamification design to foster stakeholder engagement and behavior change: An application to urban freight transport. Transportation Research Part A: Policy and Practice 118, 119–132 (2018). DOI: 10.1016/j.tra.2018.08.028 /25

Miller G.A., Fellbaum, C. WordNet then and now // Lang Resources & Evaluation. 2007. 41(2). P. 209-214. DOI: 10.1007/s10579-007-9044-6.

Morganti L., Pallavicini F., Cadel E., Candelieri F., Archetti F., Mantovani F. Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency // Energy Research & Social Science. 2017. 29/ P. 95–102. DOI: 10.1016/j.erss.2017.05.001.

Mueller C., Klein U., Hof A. An easy-to-use spatial simulation for urban planning in smaller municipalities // Computers, Environment and Urban Systems. 2018. 71. P. 109-119. DOI: 10.1016/j.compenvurbsys.2018.05.002.

Olszewski R., Gnat M., Trojanowska H., Turek A., Wieladek A. Towards social fuzzy geoparticipation stimulated by gamification and augmented reality // 13th International Conference on Natural Computation, Fuzzy Systems and Knowledge Discovery (ICNC-FSKD), Guilin. 2017. P. 1363-1370. DOI: 10.1109/FSKD.2017.8392965.

Pavlovskaya M., Kononova O. The Post in the Smart City // Alexandrov D., Boukhanovsky A., Chugunov A., Kabanov Y., Koltsova O. (eds). Digital Transformation and Global Society. DTGS 2018. Communications in Computer and Information Science. 2018. Vol 858. P. 227-242. DOI: 10.1007/978-3-030-02843-5_18.

Poncin I., Garnier M., Mimoun M. S. B., Leclercq T. Smart technologies and shopping experience: Are gamification interfaces effective? // The case of the Smartstore.Technological Forecasting & Social Change. 2017. P. 320–331.

Richter G., Raban, D.R., Rafaeli, S. Studying Gamification: The Effect of Rewards and Incentives on Motivation // Gamification in Education and Business. Springer, Cham. 2015. P. 21-46. DOI 10.1007/978-3-319-10208-5_2.

Sardi L., Idri A., Fernandez-Aleman J.L. A systematic review of gamification in e-Health // Journal of Biomedical Informatics. 2017. 71. P. 31–48. DOI: 10.1016/j.jbi.2017.05.011.

Singh S. Smart Cities – A $1.5 Trillion Market Opportunity // Forbes. 2014. URL:

U.K. Consumer Payment Study. 2016. URL:

Vanolo A. Cities and the politics of Gamification // Cities. 2018. 74. P. 20-326. DOI: 10.1016/j.cities.2017.12.021.

Wee S.-C., Choong W.-W. Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behavior // Journal of Environmental Management. 2019. 233. P. 97–106. DOI: 10.1016/j.jenvman.2018.11.127.

Wellington R. Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement. Gamification in Education and Business. Springer, Cham. 2015. P. 151-165. DOI 10.1007/978-3-319-10208-5.

Wemyss D., Cellina F., Lobsiger-Kagi E., de Luca V., Castri R. Does it last? Long-term impacts of an app-based behavior change intervention on household electricity savings in Switzerland // Energy Research & Social Science. 2019. 47. P. 16–27. DOI: 10.1016/j.erss.2018.08.018.

Xu F., Buhalis D., Weber J. Serious games and the gamification of tourism // Tourism Management. 2017. 60. P. 244-256. DOI: 10.1016/j.tourman.2016.11.020.

Yen B.T.H., Mulley C., Burke M. Gamification in transport interventions: Another way to improve travel behavioural change // Cities. 2019. 85. P. 140–149. DOI: 10.1016/j.cities.2018.09.002.

Zica M. R., Ionica A. C., Leba M. Gamification in the context of smart cities // Materials Science and Engineering. International Conference on Applied Sciences. 2017. DOI: 10.1088/1757-899X/294/1/012045.

Zichermann G., Cunningham C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media, Sebastopol. 2011.

Vidjasova L.A. Konceptualizacija ponjatija «umnyj gorod»: sociotehnicheskij podhod // International Journal of Open Information Technologies. 2017. #11. 52-57.

Goncharova E.S. Gejmifikacija – kak novejshij metod motivacii personala. 2016. 3(9). S. 111-113.

GOST 7.25-2001. Tezaurus informacionno-poiskovyj odnojazychnyj. Pravila razrabotki, struktura, sostav i forma predstavlenija. Vzamen GOST 7.25- 80; Vved. 2002-07-01. M.: IPK Izd-vo standartov, 2001. 16 s.

GOST R ISO 15836-2011 Informacija i dokumentacija. Nabor jelementov metadannyh Dublin Core [Jelektronnyj resurs]// Nacional'nyj standart Rossijskoj Federacii. Moskva, Standartinform, 2014. URL:

Ignatova I.A, Shalashnikova V.Ju. Gejmifikacija professional'noj dejatel'nosti kak jeffektivnyj instrument motivacii gosudarstvennogo sluzhashhego // Novoe pokolenie. 2016. 9. S. 86-90.

Kononova O.V., Lyapin S.Kh., Prokudin D.E. Studying the Interdisciplinary Terminological Landscape of Digital Economy with the Use of Contextual Analysis Tools // International Journal of Open Information Technologies. 2018. Vol. 6, Iss. 12. P. 57-66.

Kuzina A.P. Gejmifikacija rabochego processa kak instrument povyshenija motivacii personala // Strategija ustojchivogo razvitija regionov rossii. 2016. 33. S. 83-86.

Lipuntsov Ju.P. Jelektronnoe gosudarstvo. Chast' 1. Modeli i arhitektura. M., TJeIS, 2010. 210 s.

Nguen M.Kh., Adzhiev A.S. Opisanie i ispol'zovanie tezaurusov v informacionnyh sistemah, podhody i realizacija // Jelektronnye biblioteki. 2004. T.7. # 1. URL:

Polyakov V.N. Proekt WordNet i ego vlijanie na tehnologii komp'juternoj i kognitivnoj lingvistiki (Obzornaja stat'ja) // Trudy Kazanskoj shkoly po komp'juternoj i kognitivnoj lingvistike TEL-2002. Kazan', 2002. S. 6-61.

Smirnova T.B. Gejmifikacija v sisteme motivacii i obuchenija personala organizacii // Chelovecheskij kapital. 2018. 11-2 (119). S. 277-281.

Fedotov A. M., Idrisova I. A., Sambetbayeva M. A., Fedotova O. A. Using the thesaurus in the scientific and educational information system // Vestnik NSU Series: Information Technologies. 2015. Volume 13, Issue No 2. P. 86–102.

Shuklin D.A., Pogorelov V.I., Zimina D.V., Kozak O.O. Gejmifikacija kak sredstvo povyshenija motivacii studentov pri distancionnom obuchenii // Uspehi sovremennoj nauki i obrazovanija. 2016. 5(12). S. 127-130.

Neguljaev E.A. Universal'nye shemy metadannyh i zadacha opisanija veb- resursov // Bibliosfera. 2006. # 1. S. 43–54.


  • There are currently no refbacks.

Abava  Кибербезопасность MoNeTec 2024

ISSN: 2307-8162