UDC 379.8:7.091:796:001.895
DOI: https://doi.org/10.59694/ped_sciences.2026.24.124
INNOVATIVE APPROACHES TO THE ORGANIZATION OF ARTISTIC, COMPETITIVE-GAMES AND SPORTS EVENTS IN THE LEISURE SPHERE
UDC 379.8:7.091:796:001.895
DOI: https://doi.org/10.59694/ped_sciences.2026.24.124
INNOVATIVE APPROACHES TO THE ORGANIZATION OF ARTISTIC, COMPETITIVE-GAMES AND SPORTS EVENTS IN THE LEISURE SPHERE
MUROVANA Iryna Volodymyrivna
Candidate of Pedagogical Sciences, Senior Teacher of
the Department of Art Education Central Ukrainian
State University named after Volodymyr Vinnichenko,
Honored Worker of Еducation of Ukraine.
ORCID іD: https://orcid.org/0000-0003-3504-1657
MOSCHAK Maksym Vladyslavovych
Lecturer at the Department of Socio-Cultural
Activities of the Municipal Institution of Higher
Education «Academy of Culture and Arts» of the
Transcarpathian Regional Council.
ORCID іD: https://orcid.org/0009-0001-9695-5180
DOLBNYA Olesya Mykhailivna
Lecturer at
the Department of Socio-Cultural Activities of the
Municipal Institution of Higher Education «Academy
of Culture and Arts» of the Transcarpathian Regional
Council.
ORCID іD: https://orcid.org/0009-0003-8020-3691
Abstract:
The article analyzes the transformations taking place in the modern sphere of organizing artistic, competitive-games and sports events under the influence of global digitalization processes and a fundamental change in the socio-cultural demands of the audience. Particular attention is paid to the theoretical justification of the transition from outdated models of passive consumption of a cultural product to progressive immersive and participatory interaction strategies that allow completely eliminating the distance between the organizer and the participant, turning the latter into an active co-author of the event.
The authors have proven the objective necessity of implementing high-tech tools, among which virtual and augmented reality technologies, artificial intelligence algorithms for personalizing experience and interactive mobile services occupy a significant place, which act as an effective means of overcoming the systemic crisis of traditional leisure forms.
In the context of the study, the essence of the concepts of edutainment and gamification of non-game processes is revealed, which, thanks to the use of specific mechanics, ensure the highest possible level of emotional involvement of representatives of digital generations Z and Alpha in educational, cultural and artistic projects.
The emphasis is on the rapid development of figital sports and innovative remote formats of physical activity, which harmoniously combine intense real loads with a high-tech virtual environment within the framework of a holistic hybrid model of individual recreation.
The authors also emphasize the advantages of a synergistic approach to the design of crossfunctional events-transformers and prove the feasibility of integrating flexible management methodologies into the modern practice of socio-cultural management. Such an approach allows to ensure the necessary mobility, adaptability and safety of mass events in today’s difficult conditions, while simultaneously contributing to the humanization and greening of leisure space through the implementation of socially significant initiatives, etc.
Keywords: socio-cultural activity, leisure industry, innovative leisure technologies, immersiveness, gamification, figital sports, edutainment.
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