{"id":36116,"date":"2019-10-31T22:09:42","date_gmt":"2019-10-31T19:09:42","guid":{"rendered":"https:\/\/prohoster.info\/blog\/mehaniki-gejmifikatsii-rejting\/"},"modified":"2019-10-31T22:09:42","modified_gmt":"2019-10-31T19:09:42","slug":"mehaniki-gejmifikatsii-rejting","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/news\/mehaniki-gejmifikatsii-rejting","title":{"rendered":"Mekanikat e gamifikimit: renditja","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Vler\u00ebsimi. \u00c7far\u00eb \u00ebsht\u00eb dhe si ta p\u00ebrdorim n\u00eb gamifikim? Pyetja duket e thjesht\u00eb, madje retorike, por n\u00eb t\u00eb v\u00ebrtet\u00eb nj\u00eb mekaniz\u00ebm kaq t\u00eb duksh\u00ebm ka shum\u00eb nuanca, p\u00ebrfshir\u00eb ato q\u00eb lidhen me evolucionin e njeriut.<\/p>\n<p><img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/3567bef42d4579834dc9f3221233420b.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nKy artikull \u00ebsht\u00eb i pari n\u00eb ciklin tim t\u00eb artikujve mbi komponent\u00ebt, mekanizmat dhe shembujt interesant\u00eb t\u00eb gamifikimit. Prandaj, disa terma t\u00eb zakonsh\u00ebm do t'i jap p\u00ebrkufizime t\u00eb shkurtra. \u00c7far\u00eb \u00ebsht\u00eb \"gamifikimi (gamifikimi)\"? Wikipedia e definon si: \"p\u00ebrdorimi i qasjeve t\u00eb karakteristike p\u00ebr loj\u00ebrat kompjuterike n\u00eb procese jo-loj\u00ebrash p\u00ebr aplikacione t\u00eb softuer\u00ebve dhe faqeve n\u00eb internet me q\u00ebllim t\u00eb angazhimit t\u00eb p\u00ebrdoruesve dhe konsumator\u00ebve, rritjes s\u00eb angazhimit t\u00eb tyre n\u00eb zgjidhjen e objektivave aplikativ\u00eb, p\u00ebrdorimin e produkteve dhe sh\u00ebrbimeve.\" <\/p>\n<p>Preferoj nj\u00eb variant tjet\u00ebr: \"gamifikimi \u00ebsht\u00eb menaxhimi i sjelljes s\u00eb p\u00ebrdoruesve t\u00eb sistemit p\u00ebrmes mekanizmave t\u00eb loj\u00ebrave\". Dallimi midis k\u00ebtyre p\u00ebrcaktimeve \u00ebsht\u00eb se sistemi mund t\u00eb jet\u00eb nj\u00eb faqe n\u00eb internet ose software, por gjithashtu nj\u00eb park publik ose rrjet transporti. Gamifikimi \u00ebsht\u00eb i aplikuesh\u00ebm jo vet\u00ebm n\u00eb fush\u00ebn e IT. M\u00eb tej, disa mekanizma t\u00eb loj\u00ebrave p\u00ebrdoren p\u00ebr t\u00eb rritur angazhimin e p\u00ebrdoruesve, disa p\u00ebr t\u00eb t\u00ebrhequr p\u00ebrdoruesit, por kjo bashkohet n\u00eb nj\u00eb koncept t\u00eb p\u00ebrgjithsh\u00ebm \"menaxhimi i sjelljes\". P\u00ebr implementimin e gamifikimit, \u00ebsht\u00eb e r\u00ebnd\u00ebsishme t\u00eb dim\u00eb se \u00e7far\u00eb b\u00ebjn\u00eb p\u00ebrdoruesit n\u00eb sistem (\u00e7far\u00eb mund t\u00eb b\u00ebjn\u00eb, n\u00ebse sistemi ende nuk \u00ebsht\u00eb p\u00ebrdorur), dhe \u00e7far\u00eb duhet t\u00eb b\u00ebjn\u00eb p\u00ebrdoruesit nga k\u00ebndv\u00ebshtrimi i pronar\u00ebve t\u00eb sistemit. Gamifikimi \u00ebsht\u00eb i dobish\u00ebm p\u00ebr kalimin nga \"b\u00ebjn\u00eb\" n\u00eb \"duhet t\u00eb b\u00ebjn\u00eb\". <\/p>\n<p><img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/5da5755ea838e872c0ad6d63ab1fb206.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\nVler\u00ebsimi \u00ebsht\u00eb nj\u00eb mekaniz\u00ebm i thjesht\u00eb dhe i njohur loj\u00ebrash, i p\u00ebrdorur n\u00eb gamifikim. Nuk ka nj\u00eb definicion t\u00eb sakt\u00eb p\u00ebr termin \u201cmekanik\u00eb loje\u201d, ndonj\u00ebher\u00eb n\u00ebnkuptohet \u00e7do gj\u00eb \u2014 nga badge dhe arritje deri n\u00eb impulse t\u00eb sjelljes. Rregullimi i terminologjis\u00eb s\u00eb p\u00ebrdorur n\u00eb gamifikim \u00ebsht\u00eb nj\u00eb tem\u00eb p\u00ebr nj\u00eb artikull tjet\u00ebr; k\u00ebtu do t\u00eb kufizohem n\u00eb nj\u00eb shpjegim t\u00eb shkurt\u00ebr se \u00e7far\u00eb kuptoj n\u00ebn mekanik\u00ebn e loj\u00ebs. Kjo \u00ebsht\u00eb niveli m\u00eb i ul\u00ebt (m\u00eb konkret) i projektimit t\u00eb sistemit gamifikues, blloqet e nd\u00ebrtimit t\u00eb modelit Lego. Mekanikat e loj\u00ebs zgjidhen dhe aplikohen kur nivelet m\u00eb t\u00eb sip\u00ebrme, m\u00eb abstrakte t\u00eb gamifikimit t\u00eb sistemit jan\u00eb menduar. Prandaj, vler\u00ebsimi, badge, nivelet jan\u00eb mekanika loj\u00ebrash, nd\u00ebrsa virusiteti ose puna n\u00eb grup \u2014 jo. <\/p>\n<p>Vler\u00ebsimi \u00ebsht\u00eb nj\u00eb tregues numerik ose rendor q\u00eb shfaq r\u00ebnd\u00ebsin\u00eb ose r\u00ebnd\u00ebsin\u00eb e nj\u00eb objekti ose dukurie t\u00eb caktuar (p\u00ebrkufizimi nga Wikipedia). Mekanika e vler\u00ebsimit lidhet me mekanik\u00ebn e pik\u00ebve dhe shpesh \u2014 me mekanik\u00ebn e niveleve t\u00eb p\u00ebrdoruesit. Vler\u00ebsimi pa pik\u00eb \u00ebsht\u00eb i pamundur \u2014 sistemi nuk do t\u00eb kuptoj\u00eb n\u00eb cilin rend t\u00eb shfaq\u00eb p\u00ebrdoruesit n\u00eb vler\u00ebsim, vler\u00ebsimi pa nivele \u00ebsht\u00eb i mundsh\u00ebm.<\/p>\n<p>Le t\u00eb p\u00ebrpiqemi t\u00eb klasifikojm\u00eb vler\u00ebsimet sipas r\u00ebnd\u00ebsis\u00eb p\u00ebr p\u00ebrdoruesit e sistemit. <\/p>\n<ol>\n<li>Konkurrues \u2014 nxit p\u00ebrdoruesit t\u00eb jen\u00eb m\u00eb t\u00eb lart\u00eb n\u00eb rend se p\u00ebrdorues t\u00eb tjer\u00eb. Vler\u00ebsimi m\u00eb i zakonsh\u00ebm.<\/li>\n<li>P\u00ebrkufizimi i nj\u00eb situate humb\u00ebse \u2014 sistemi vendos nj\u00eb nd\u00ebshkim n\u00ebse numri i caktuar i pik\u00ebve t\u00eb vler\u00ebsimit nuk arrihet. Mund\u00ebsit\u00eb e nd\u00ebshkimeve: kalimi n\u00eb grupin e m\u00ebparsh\u00ebm t\u00eb vler\u00ebsimit, ulja e rangut, humbja n\u00eb gara, heqja e nj\u00eb sasi t\u00eb caktuar t\u00eb monedh\u00ebs loj\u00eb, nd\u00ebshkimi moral (tabela e turpit). P\u00ebrdoret m\u00eb rrall\u00eb se analogjia me situat\u00ebn fituese, k\u00ebrkon mendim t\u00eb kujdessh\u00ebm para zbatimit dhe analizimin e sjelljes s\u00eb p\u00ebrdoruesve, sepse nd\u00ebshkimet kan\u00eb nj\u00eb ndikim shum\u00eb negativ n\u00eb p\u00ebrdorues dhe mund t\u00eb ulin ndjesh\u00ebm motivimin.<\/li>\n<li>P\u00ebrcaktimi i nj\u00eb situate fituese ofron t\u00eb drejt\u00ebn p\u00ebr shp\u00ebrblim p\u00ebr arritjen e nj\u00eb numri t\u00eb caktuar pik\u00ebsh t\u00eb rendit. P\u00ebr vendet e para n\u00eb renditje, p\u00ebr fazat nd\u00ebrmjet\u00ebse. Si shp\u00ebrblime p\u00ebrdoren t\u00eb nj\u00ebjtat mund\u00ebsi si n\u00eb nd\u00ebshkimet n\u00eb situat\u00ebn humb\u00ebse, por me shenj\u00ebn \u201cplus\u201d. Shp\u00ebrblimet p\u00ebr fazat nd\u00ebrmjet\u00ebse n\u00eb renditje jan\u00eb nj\u00eb praktik\u00eb interesante, por t\u00eb rrall\u00eb, e cila lejon p\u00ebrdoruesin t\u00eb humbas\u00eb ngadal\u00eb entuziazmin gjat\u00eb kalimit nga nj\u00eb nivel n\u00eb tjetrin. Nj\u00eb shembull \u00ebsht\u00eb renditja e versionit t\u00eb vjet\u00ebr t\u00eb Shefmarket. Ky \u00ebsht\u00eb nj\u00eb sh\u00ebrbim d\u00ebrgese p\u00ebr n\u00eb sht\u00ebpi produkte me receta p\u00ebr gatim vet\u00eb. \u00c7do klient n\u00eb llogarin\u00eb e tij personale shfaq statusin, p\u00ebr gatimet e p\u00ebrgatitura akumulojn\u00eb pika, p\u00ebr pik\u00ebt fitojn\u00eb nivele, por p\u00ebr t\u00eb arritur nivelin tjet\u00ebr duhet t\u00eb p\u00ebrgatisin dhjet\u00ebra gatime, dhe kjo mund t\u00eb dekurajoj\u00eb. Leht\u00ebsimi i efektit dekurajues ndihmohet nga dhuratat p\u00ebr \u00e7do X pik\u00eb (numri i pik\u00ebve varet nga niveli aktual i klientit). <img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/bd13ac441a09bb2feb6d857750f7c735.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Renditja e p\u00ebrdoruesit t\u00eb Shefmarket. V\u00ebreni se si p\u00ebrdoren organikisht mekanika t\u00eb tjera t\u00eb loj\u00ebrave: badge, barra e progresit, tituj, t\u00eb paketuar n\u00eb nj\u00eb nd\u00ebrfaqe t\u00eb k\u00ebndshme p\u00ebr syrin.<\/i><\/li>\n<li>Statusi \u2014 rrit autoritetin e p\u00ebrdoruesit me renditje t\u00eb lart\u00eb n\u00eb syt\u00eb e p\u00ebrdoruesve t\u00eb tjer\u00eb. P\u00ebrdoret, p\u00ebr shembull, n\u00eb projektet e pyetjeve online (StackOverflow, P\u00ebgjigjet@Mail.Ru). Sistemet MMR (renditjet e p\u00ebrzgjedhjes s\u00eb lojtar\u00ebve) n\u00eb loj\u00ebrat MOBA gjithashtu mund t\u00eb p\u00ebrfshihen n\u00eb renditjen statusore.<\/li>\n<li>Besimi \u2014 rrit besimin ndaj p\u00ebrdoruesit me renditje t\u00eb lart\u00eb n\u00eb syt\u00eb e p\u00ebrdoruesve t\u00eb tjer\u00eb. Kjo ka qen\u00eb standard p\u00ebr aukcionet online. Karma e p\u00ebrdoruesve t\u00eb Habra \u00ebsht\u00eb nj\u00eb tjet\u00ebr shembull i renditjes besuese. Renditja besuese p\u00ebrdoret n\u00eb sistemet e bazuara n\u00eb nd\u00ebrveprimin e p\u00ebrdoruesve me nj\u00ebri-tjetrin, sidomos, n\u00ebse kjo nd\u00ebrveprim ndodh jasht\u00eb linje ose parashikon shk\u00ebmbimin e sh\u00ebrbimeve dhe produkteve. <img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/b8b7f01263163d9abd5f70e028a59877.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Shembulli i nj\u00eb renditjeje t\u00eb aukcionit online me badge q\u00eb jepen kur arrihet nj\u00eb nivel i caktuar renditjeje.<\/i><\/li>\n<\/ol>\n<p>\nRenditjet nga lista e m\u00ebsip\u00ebrme kombinohen n\u00eb m\u00ebnyra t\u00eb ndryshme brenda sistemit. N\u00eb teori, \u00ebsht\u00eb e mundur nj\u00eb renditje konkurruese e p\u00ebrdoruesve, me situata t\u00eb fituara nd\u00ebrmjet\u00ebs, me nd\u00ebshkimin e auctajd\u00ebve t\u00eb renditjes dhe nj\u00eb nivel t\u00eb lart\u00eb statusi dhe besimi p\u00ebr lider\u00ebt e renditjes.<\/p>\n<p>Nj\u00eb variant tjet\u00ebr i klasifikimit t\u00eb rendit: sipas asaj q\u00eb ndryshon renditjen e p\u00ebrdoruesit \u2014 vet\u00ebm sistemi, vet\u00ebm p\u00ebrdoruesit e tjer\u00eb, ose sistemi dhe p\u00ebrdoruesit. Varianti ku vet\u00ebm sistemi ndryshon renditjen e p\u00ebrdoruesit \u00ebsht\u00eb m\u00eb i zakonshmi. Ai p\u00ebrdoret shpesh n\u00eb lojrat online. Lojtari kryen veprime t\u00eb ndryshme (vret monstera, p\u00ebrfundon misione), p\u00ebr k\u00ebto, sistemi akordon pik\u00eb p\u00ebrvoj\u00eb (renditje). P\u00ebrdoruesit e tjer\u00eb nuk ndikojn\u00eb n\u00eb renditjen e lojtarit n\u00eb k\u00ebt\u00eb sistem. Varianti ku renditja e p\u00ebrdoruesit nuk ndryshohet nga sistemi, por nga p\u00ebrdoruesit e tjer\u00eb t\u00eb sistemit, zakonisht p\u00ebrdoret s\u00eb bashku me renditjen besuese. Shembuj: ngritja ose ulja e karm\u00ebs, komente pozitive dhe negative pas transaksioneve n\u00eb tregjet tregtare. Nj\u00eb variant i kombinuar \u00ebsht\u00eb gjithashtu i mundur, p\u00ebr shembull n\u00eb pyetje online. P\u00ebr nj\u00eb p\u00ebrgjigje n\u00eb nj\u00eb pyetje, p\u00ebrdoruesi automatikisht merr pik\u00eb renditjeje nga sistemi, dhe n\u00ebse p\u00ebrdoruesit e tjer\u00eb e ndiejn\u00eb p\u00ebrgjigjen si m\u00eb t\u00eb mir\u00ebn, at\u00ebher\u00eb ai fiton pik\u00eb shtes\u00eb. <\/p>\n<p>M\u00ebnyra tjet\u00ebr bazohet n\u00eb rritjen dhe uljen pozitive t\u00eb renditjes s\u00eb p\u00ebrdoruesit. Un\u00eb dalloj midis renditjeve t\u00eb kusht\u00ebzuara \"rendi plus\", \"rendi plus-minus pozitiv\", \"rendi plus-minus negativ\" dhe \"rendi minus\". Varianti i par\u00eb, \"rendi plus\", n\u00ebnkupton vet\u00ebm rritjen e renditjes s\u00eb p\u00ebrdoruesit. Ky variant p\u00ebrdoret, p\u00ebr shembull, p\u00ebr bler\u00ebsit n\u00eb ankandin e eBay-it. Pas p\u00ebrfundimit t\u00eb transaksionit, shit\u00ebsi i l\u00eb bler\u00ebsit vet\u00ebm nj\u00eb koment pozitiv ose nuk l\u00eb fare. Po, bler\u00ebsi mashtrues mund t\u00eb bllokohet nga administrata, por renditja e tij nuk mund t\u00eb ulet (derisa t\u00eb mos filloj\u00eb t\u00eb tregtoj\u00eb keq).<\/p>\n<p>Rendi plus-minus pozitiv n\u00ebnkupton si rritje ashtu edhe ulje t\u00eb renditjes s\u00eb p\u00ebrdoruesit, nd\u00ebrkoh\u00eb q\u00eb renditja nuk bie posht\u00eb zero. Ky rend do t\u00eb pengoj\u00eb q\u00eb nj\u00eb p\u00ebrdorues t\u00eb bjer\u00eb shum\u00eb thell\u00eb n\u00eb rast veprimesh t\u00eb d\u00ebshtuara (dhe t\u00eb njoh\u00eb fuqin\u00eb e zem\u00ebruar t\u00eb Habr\u00ebs). Por nj\u00ebkoh\u00ebsisht, p\u00ebrdoruesi i ri dhe p\u00ebrdoruesi, renditja e t\u00eb cilit endet vazhdimisht n\u00eb nivelin af\u00ebr zeros p\u00ebr shkak t\u00eb veprimeve sistematike \"t\u00eb k\u00ebqija\", do t\u00eb duken vizualisht t\u00eb nj\u00ebjt\u00eb, gj\u00eb q\u00eb ndikon negativisht n\u00eb besueshm\u00ebrin\u00eb e sistemit t\u00ebr\u00ebsisht.<\/p>\n<p>Nj\u00eb vler\u00ebsim gjithashtu negativ do t\u00eb thot\u00eb q\u00eb vler\u00ebsimi i p\u00ebrdoruesit mund t\u00eb rritet ose ulet n\u00eb \u00e7do vler\u00eb. N\u00eb praktik\u00eb, ka pak kuptim n\u00eb nj\u00eb vler\u00ebsim t\u00eb madh negativ dhe rekomandohet vendosja e nj\u00eb vler\u00eb negative prag n\u00eb sistem, pas s\u00eb cil\u00ebs duhet t\u00eb aplikohen masa nd\u00ebshkuese p\u00ebr nj\u00eb p\u00ebrdorues t\u00eb till\u00eb, deri n\u00eb bllokimin e llogaris\u00eb. N\u00eb t\u00eb nj\u00ebjt\u00ebn koh\u00eb, \u00ebsht\u00eb e r\u00ebnd\u00ebsishme t\u00eb mendoni edhe p\u00ebr situat\u00ebn e q\u00ebllimshme t\u00eb \u201cshk\u00ebputjes\u201d s\u00eb vler\u00ebsimit nga p\u00ebrdorues t\u00eb tjer\u00eb, duke e p\u00ebrjashtuar k\u00ebt\u00eb mund\u00ebsi ose duke e b\u00ebr\u00eb t\u00eb v\u00ebshtir\u00eb p\u00ebr t'u realizuar. <\/p>\n<p><img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/bc84168cf9c762091968f75193c4844c.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\nVler\u00ebsimi negativ - nj\u00eb mekanik\u00eb e p\u00ebrdorur rrall\u00eb, ku vler\u00ebsimi fillestar i p\u00ebrdoruesit mund t\u00eb mos ndryshoj\u00eb ose t\u00eb ulet. Nuk m\u00eb kujtohen menj\u00ebher\u00eb projekte q\u00eb p\u00ebrdorin nj\u00eb mekanik\u00eb t\u00eb till\u00eb, por teorikisht \u00ebsht\u00eb e mundur. P\u00ebr shembuj, p\u00ebr projekte ose loj\u00ebra me eleminim, ose \u201cheronjt\u00eb e fundit\u201d. <\/p>\n<p>Kur p\u00ebrdorni mekanik\u00ebn e vler\u00ebsimit, duhet t\u00eb evitoni nj\u00eb gabim t\u00eb r\u00ebnd\u00ebsish\u00ebm: diferencat n\u00eb numrin e pik\u00ebve t\u00eb fituara midis p\u00ebrdoruesve t\u00eb sistemit (ose midis niveleve t\u00eb p\u00ebrdoruesit) nuk duhet t\u00eb jen\u00eb demotivues, t\u00eb pap\u00ebrballuesh\u00ebm. Kjo diferenc\u00eb ve\u00e7an\u00ebrisht demotivon p\u00ebrdoruesit e rinj, t\u00eb cil\u00ebt shohin se kan\u00eb zero pik\u00eb, nd\u00ebrsa lideri i vler\u00ebsimit ka miliona. Pse ndodh kjo, pse nj\u00eb p\u00ebrdorues i ri n\u00eb k\u00ebt\u00eb situat\u00eb mendon se \u00ebsht\u00eb e pamundur t\u00eb arrij\u00eb liderin? S\u00eb pari, p\u00ebrdoruesit e rinj t\u00eb sistemit nuk kan\u00eb pasur ende koh\u00eb t\u00eb mjaftueshme p\u00ebr t\u00eb kuptuar dinamik\u00ebn e grumbullimit t\u00eb pik\u00ebve. Dy-tre miliona pik\u00eb t\u00eb liderit t\u00eb vler\u00ebsimit mund t\u00eb mos duken aq t\u00eb pap\u00ebrballueshme, n\u00ebse sistemi akordon mij\u00ebra pik\u00eb p\u00ebr \u00e7do veprim t\u00eb p\u00ebrdoruesit. Problemi \u00ebsht\u00eb se p\u00ebrdoruesi i demotivuar ndalon s\u00eb p\u00ebrdoruri sistemin para se ta kuptoj\u00eb k\u00ebt\u00eb. S\u00eb dyti, problemi q\u00ebndron n\u00eb perceptimin ton\u00eb logaritmik natyror t\u00eb rendit numerik. <\/p>\n<p>Ne jemi m\u00ebsuar t\u00eb jetojm\u00eb n\u00eb mesin e rendit linear t\u00eb numrave. Numrimi i sht\u00ebpive, ruletat dhe linjat, grafet dhe or\u00ebt \u2014 n\u00eb \u00e7do vend numrat renditen p\u00ebrgjat\u00eb nj\u00eb linje numerike n\u00eb.intervale t\u00eb barabarta. Na duket e qart\u00eb se ndryshimi nd\u00ebrmjet 1 dhe 5 dhe nd\u00ebrmjet 5 dhe 10 \u00ebsht\u00eb i nj\u00ebjt\u00eb. Ashtu si ndryshimi nd\u00ebrmjet 1 500 000 dhe 1 500 505. N\u00eb t\u00eb v\u00ebrtet\u00eb, renditja lineare e numrave \u00ebsht\u00eb rezultat i ndikimit t\u00eb kultur\u00ebs son\u00eb, e jo nj\u00eb aft\u00ebsi e lindur. Parardh\u00ebsit tan\u00eb t\u00eb larg\u00ebt, q\u00eb jetonin dhjet\u00ebra mij\u00ebra vjet m\u00eb par\u00eb, nuk kishin aparatin matematikor modern dhe numrat i perceptonin logaritmikisht. Kjo do t\u00eb thot\u00eb, i vendosnin ata n\u00eb linj\u00ebn numerike gjithnj\u00eb e m\u00eb ngusht\u00ebsisht nd\u00ebrsa rriteshin. Ata e perceptonin numrin jo n\u00eb terma t\u00eb vlerave t\u00eb sakta, por n\u00eb m\u00ebnyr\u00eb t\u00eb af\u00ebrt. Kjo ishte e nevojshme p\u00ebr m\u00ebnyr\u00ebn e tyre t\u00eb jetes\u00ebs. Kur p\u00ebrballeshin me armiqt\u00eb, duhej t\u00eb vler\u00ebsonin shpejt, pa sakt\u00ebsi, se kush ishte m\u00eb i shumti \u2014 t\u00eb tyre apo t\u00eb huaj. Zgjedhja se nga cili pem\u00eb t\u00eb mbledhin fruta gjithashtu b\u00ebhej mbi baz\u00ebn e nj\u00eb vler\u00ebsimi t\u00eb af\u00ebrt. Parardh\u00ebsit tan\u00eb nuk llogarisnin vlera t\u00eb sakta. Shkalla logaritmike gjithashtu merr parasysh ligjet e perspektiv\u00ebs dhe perceptimin ton\u00eb t\u00eb distanc\u00ebs. P\u00ebr shembull, n\u00ebse shohim nj\u00eb pem\u00eb q\u00eb ndodhet n\u00eb nj\u00eb distanc\u00eb prej nj\u00ebqind metrash dhe nj\u00eb tjet\u00ebr pem\u00eb q\u00eb ndodhet n\u00eb 100 metra prapa s\u00eb par\u00eb, k\u00ebta dyqind metra t\u00eb dyt\u00eb duken m\u00eb t\u00eb shkurt\u00ebr. <\/p>\n<p><img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/0015253c8a29a53eb7ea082a6b11cc08.jpg\" style=\"display:block;margin: 0 auto;\" \/> <br \/>\n<i>Lojtari q\u00eb luan me figurat e bardha n\u00eb k\u00ebt\u00eb imazh nuk ka nevoj\u00eb t\u00eb dij\u00eb sakt\u00ebsisht numrin e figurave t\u00eb zeza p\u00ebr t\u00eb kuptuar se situata e tij \u00ebsht\u00eb e keqe.<\/i><\/p>\n<p>M\u00eb shum\u00eb rreth perceptimit logaritmik t\u00eb numrave, k\u00ebrkimeve t\u00eb kryera q\u00eb mb\u00ebshtesin k\u00ebt\u00eb teori, dhe fakteve t\u00eb tjera interesante nga bota e matematik\u00ebs mund t\u00eb lexoni n\u00eb librin shkencor-popullor t\u00eb Alex Bellos \u201cAlex n\u00eb vendin e numrave. Nj\u00eb udh\u00ebtim t\u00eb jasht\u00ebzakonsh\u00ebm n\u00eb bot\u00ebn magjike t\u00eb matematik\u00ebs.\u201d <\/p>\n<p>Perceptimi logaritmik i numrave n\u00eb nivel intuitiv na \u00ebsht\u00eb kaluar edhe ne. I fshehur n\u00ebn shtres\u00ebn kulturore, ai shfaqet, p\u00ebr shembull, n\u00eb ndjenj\u00ebn e koh\u00ebs (n\u00eb f\u00ebmij\u00ebri vitet kalonin ngadal\u00eb, nd\u00ebrsa tani thjesht fluturojn\u00eb). Ne ende, pavar\u00ebsisht nga gjith\u00eb arsimimi, humbasim n\u00eb numra shum\u00eb t\u00eb m\u00ebdhenj dhe instinktivisht kalojm\u00eb n\u00eb perceptimin e tyre logaritmik. Ne e kuptojm\u00eb ndryshimin mes nj\u00eb litri dhe dy litrash birr\u00eb, por dhjet\u00eb miliard\u00eb dhe nj\u00ebqind miliard\u00eb litra birr\u00eb na duken gjithsesi numra t\u00eb ngjash\u00ebm, q\u00eb bien posht\u00eb konceptit \u201cshum\u00eb-shum\u00eb birr\u00eb\u201d. Prandaj, lind problemi i ndjenj\u00ebs s\u00eb paprekshm\u00ebris\u00eb s\u00eb rendit, n\u00ebse diferenca midis pozit\u00ebs aktuale dhe liderit \u00ebsht\u00eb \u201cshum\u00eb-shum\u00eb\u201d pik\u00eb. Truri i p\u00ebrdoruesit nuk do t\u00eb angazhohet intuitivisht n\u00eb analiz\u00ebn e situat\u00ebs, n\u00eb studimin e dinamik\u00ebs s\u00eb grumbullimit t\u00eb pik\u00ebve, n\u00eb llogaritjen e koh\u00ebs p\u00ebr arritjen e maj\u00ebs s\u00eb rendit. Ai thjesht do t\u00eb nxjerr\u00eb nj\u00eb gjykim \u2014 \u201ckjo \u00ebsht\u00eb shum\u00eb, nuk ia vlen t\u00eb harxhojm\u00eb forcat\u201d. <\/p>\n<p>P\u00ebr t\u00eb shmangur shfaqjen e situatave t\u00eb p\u00ebrshkruara m\u00eb sip\u00ebr, duhet t\u00eb aplicohet dinamika e l\u00ebvizshme e akumulimit t\u00eb pik\u00ebve n\u00eb renditje, ku p\u00ebrdoruesi merr shp\u00ebrblime dhe akumulohet pik\u00eb m\u00eb shpejt n\u00eb fillim t\u00eb ciklit t\u00eb pritur t\u00eb jet\u00ebs s\u00eb p\u00ebrdorimit t\u00eb sistemit, sesa n\u00eb mes dhe n\u00eb fund. Nj\u00eb shembull \u2014 World of Warcraft dhe MMORPG t\u00eb tjera t\u00eb ngjashme me sistemin \u201ceuropean\u201d (dhe jo \u201ckorean\u201d) t\u00eb zhvillimit t\u00eb personazhit. Sistemi i supozuar evropian i zhvillimit t\u00eb personazhit parashikon kalimin e shpejt\u00eb t\u00eb niveleve fillestare t\u00eb loj\u00ebs, me nj\u00eb ngadal\u00ebsim t\u00eb gradualsh\u00ebm pas k\u00ebsaj. Sistemi q\u00eb p\u00ebrdoret n\u00eb lojrat tipike koreane (dhe t\u00eb tjera aziatike) parashikon nj\u00eb ngadal\u00ebsim t\u00eb menj\u00ebhersh\u00ebm n\u00eb shpejt\u00ebsin\u00eb e fitimit t\u00eb niveleve t\u00eb fundit t\u00eb personazhit.<\/p>\n<p>P\u00ebr shembuj, n\u00eb Lineage 2 p\u00ebr t\u00eb arritur nivelin 74 duhen grumbulluar 500,000 pik\u00eb eksperienc\u00eb, p\u00ebr nivelin 75 \u2014 560,000, p\u00ebr nivelin 76 \u2014 623,000, p\u00ebr nivelin 77 tashm\u00eb shum\u00eb m\u00eb tep\u00ebr \u2014 1,175,000, dhe p\u00ebr kalimin nga niveli 84 n\u00eb nivelin maksimal 85 do t\u00eb nevojitet t\u00eb grumbullohen 270 milion\u00eb pik\u00eb eksperienc\u00eb, nd\u00ebrsa shpejt\u00ebsia e grumbullimit t\u00eb pik\u00ebve t\u00eb eksperienc\u00ebs pothuajse nuk ndryshon (e gjith\u00eb tabela e pik\u00ebve dhe niveleve n\u00eb Lineage 2 \u00ebsht\u00eb e disponueshme n\u00eb <noindex><a rel=\"nofollow\" href=\"https:\/\/l2wiki.com\/Character%E2%80%99s_level\">k\u00ebt\u00eb lidhje<\/a><\/noindex>). Ky ngadal\u00ebsim duket tep\u00ebr i tepruar n\u00eb gamifikim, pasi demotivon tep\u00ebr p\u00ebrdoruesit. <\/p>\n<p><img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/51d9bb88ba25209daa82d8e0557442c3.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\nNj\u00eb pik\u00eb tjet\u00ebr p\u00ebr t'u mbajtur mend \u00ebsht\u00eb se p\u00ebrdoruesit e kan\u00eb m\u00eb t\u00eb leht\u00eb t\u00eb braktisin nj\u00eb loj\u00eb ose nj\u00eb sistem gamifikimi n\u00eb fillim, dhe \u00ebsht\u00eb m\u00eb e v\u00ebshtir\u00eb kur ata kan\u00eb kaluar shum\u00eb koh\u00eb n\u00eb sistem, pas s\u00eb cil\u00ebs do t'u vij\u00eb keq p\u00ebr t\u00eb braktisur pik\u00ebt, nivelet dhe sendet e grumbulluara. Prandaj, le t\u00eb ofrojm\u00eb p\u00ebrdoruesve t\u00eb rinj nj\u00eb bonus t\u00eb p\u00ebrkohsh\u00ebm p\u00ebr pik\u00ebt e mbledhura, p\u00ebr shembull, +50% p\u00ebr nj\u00eb muaj. Ky bonus do t\u00eb sh\u00ebrbej\u00eb si nj\u00eb stimul shtes\u00eb p\u00ebr p\u00ebrdorimin e sistemit; gjat\u00eb periudh\u00ebs s\u00eb vlefshm\u00ebris\u00eb s\u00eb bonusit, p\u00ebrdoruesi do t\u00eb vler\u00ebsoj\u00eb shpejt\u00ebsin\u00eb e grumbullimit t\u00eb pik\u00ebve, do t\u00eb adaptohet dhe me m\u00eb shum\u00eb mund\u00ebsi do t\u00eb vazhdoj\u00eb ta p\u00ebrdor\u00eb sistemin.<\/p>\n<p>Nj\u00eb shembull i nj\u00eb gabimi demotivues n\u00eb renditje \u00ebsht\u00eb aplikacioni Gett Taxi. Para azhurnimit t\u00eb fundit, n\u00eb programin e besnik\u00ebris\u00eb ishin nj\u00ebzet nivele, p\u00ebr maksimumin k\u00ebrkoheshin 6000 pik\u00eb (n\u00eb nj\u00eb udh\u00ebtim jepej mesatarisht 20-30 pik\u00eb). T\u00eb gjitha nj\u00ebzet nivelet ishin shp\u00ebrndar\u00eb n\u00eb m\u00ebnyr\u00eb t\u00eb barabart\u00eb n\u00eb shkall\u00ebn nga 0 deri n\u00eb 6000, sipas sistemit europian t\u00eb zhvillimit n\u00eb lojrat online. Pas azhurnimit, aplikacionit iu shtuan edhe tri nivele, n\u00eb 10,000, 20,000 dhe 40,000 pik\u00eb p\u00ebrkat\u00ebsisht, q\u00eb p\u00ebrputhet m\u00eb shum\u00eb me sistemin korean (duke pasur parasysh se sasit\u00eb e pik\u00ebve q\u00eb jepen p\u00ebr udh\u00ebtim nuk ndryshuan). Nuk kam nj\u00eb grup t\u00eb reprezentuesh\u00ebm p\u00ebr mendimet e p\u00ebrdoruesve t\u00eb aplikacionit rreth k\u00ebtij azhurnimi, por tet\u00ebmb\u00ebdhjet\u00eb nga miqt\u00eb dhe koleg\u00ebt e mi, q\u00eb p\u00ebrdorin Gett Taxi, vun\u00eb n\u00eb dukje efektin demotivues t\u00eb niveleve t\u00eb reja t\u00eb renditjes. Askush prej tyre nuk ka arritur t\u00eb fitoj\u00eb asnj\u00eb nivel t\u00eb ri q\u00eb nga azhurnimi (m\u00eb shum\u00eb se nj\u00eb vit). <\/p>\n<p><img decoding=\"async\" alt=\"Mekanikat e gamifikimit: renditja\" src=\"\/wp-content\/uploads\/2019\/07\/44ad559fc196ec487272233c2c4a377a.jpg\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Distanca nd\u00ebrmjet tre niveleve t\u00eb reja dhe niveleve t\u00eb m\u00ebparshme n\u00eb programin e besnik\u00ebris\u00eb Gett Taxi \u00ebsht\u00eb jasht\u00ebzakonisht e madhe dhe demotivues.<\/i><\/p>\n<p>P\u00ebr t\u00eb shmangur nj\u00eb distanc\u00eb demotivues n\u00eb renditje, nevojitet q\u00eb, p\u00ebrve\u00e7 renditjes globale, t\u00eb shtojm\u00eb n\u00eb sistem renditje lokale, t\u00eb cilat do t\u00eb ken\u00eb distanca m\u00eb t\u00eb vogla midis pozita. <\/p>\n<p>Mund\u00ebsit\u00eb e ndarjes s\u00eb renditjes globale n\u00eb renditje lokale:<\/p>\n<ol>\n<li>Midis miqve. Tregon nj\u00eb renditje q\u00eb p\u00ebrb\u00ebhet vet\u00ebm nga miqt\u00eb e p\u00ebrdoruesit. Njer\u00ebzit p\u00eblqejn\u00eb t\u00eb garojn\u00eb jo me nj\u00eb kund\u00ebrshtar t\u00eb panjohur, t\u00eb cilin e njohin vet\u00ebm me emrin e shumt\u00eb (ky kund\u00ebrshtar nuk ndryshon shum\u00eb nga nj\u00eb bot), por me miqt\u00eb dhe njohurit\u00eb.<\/li>\n<li>P\u00ebr koh\u00ebn. Rangimi q\u00eb \u00ebsht\u00eb mbledhur p\u00ebr nj\u00eb koh\u00eb t\u00eb caktuar (dit\u00eb, jav\u00eb, muaj, vit). Mir\u00eb p\u00ebr anulimin dhe riaktivizimin. N\u00ebse nuk arrita t\u00eb fitoj k\u00ebt\u00eb jav\u00eb \u2014 do t\u00eb provoj jav\u00ebn tjet\u00ebr, dhe ndarja e p\u00ebrdoruesve nga nj\u00ebri-tjetri rregullisht resetohen dhe nuk rriten n\u00eb vlera astronomike.<\/li>\n<li>P\u00ebr gjeotargetim. Rangimi q\u00eb tregon vet\u00ebm p\u00ebrdoruesit nga nj\u00eb zon\u00eb e caktuar (lagje, qytet, vend, kontinent). N\u00eb k\u00ebt\u00eb rast, Gai Jul Cezari tha, duke kaluar n\u00ebp\u00ebr nj\u00eb qytet barbar t\u00eb varf\u00ebr: \u201cm\u00eb mir\u00eb t\u00eb jesh i pari k\u00ebtu, se sa i dyti n\u00eb Rom\u00eb\u201d.<\/li>\n<li>P\u00ebr seksin. M\u00eb pas krahasoni rezultatet e meshkujve dhe femrave, duke luajtur me motivet fem\u00ebniste dhe shoviniste (p\u00ebrdorni me kujdes, mund t\u00eb ndodhin rrjedha urrejtjeje dhe fyerjesh nga t\u00eb dyja an\u00ebt).<\/li>\n<li>P\u00ebr grupet e moshave. P.sh., n\u00eb gamifikimin e sistemeve af\u00ebr sportit dhe sistemeve ku k\u00ebrkohen aft\u00ebsi, q\u00eb ndryshojn\u00eb tek njeriu me kalimin e koh\u00ebs. P.sh., projekte q\u00eb motivojn\u00eb njer\u00ebzit p\u00ebr t\u00eb sportuar, duke lejuar ngarkimin e rezultateve t\u00eb tyre dhe shikimin e rezultateve t\u00eb p\u00ebrdoruesve t\u00eb tjer\u00eb. \u00cbsht\u00eb e qart\u00eb se nj\u00eb person 65 vje\u00e7 do t\u00eb ket\u00eb shum\u00eb m\u00eb t\u00eb v\u00ebshtir\u00eb t\u00eb vrapoj\u00eb po aq sa nj\u00eb 20-vje\u00e7ar, nd\u00ebrsa t\u00eb garosh me bashk\u00ebmoshatar\u00ebt e tu do jet\u00eb shum\u00eb m\u00eb interesante. Nj\u00eb shembull nga ana tjet\u00ebr \u2014 shah online dhe loj\u00ebra t\u00eb tjera intelektuale t\u00eb komplikuara, n\u00eb t\u00eb cilat nj\u00eb maestro i p\u00ebrvojsh\u00ebm do t\u00eb jet\u00eb i paarritsh\u00ebm p\u00ebr nj\u00eb adoleshent 14-vje\u00e7ar.<\/li>\n<li>P\u00ebr t\u00eb dh\u00ebna t\u00eb tjera mbi p\u00ebrdoruesit q\u00eb mbahen n\u00eb sistem (rangim vet\u00ebm p\u00ebr shofer\u00ebt e Mercedesit, vet\u00ebm p\u00ebr hidraulik\u00ebt, vet\u00ebm p\u00ebr departamentin juridik, vet\u00ebm p\u00ebr elfit\u00eb e nivelit 120).<\/li>\n<\/ol>\n<p>\nSi t\u00eb d\u00ebshironit, kombinoni midis tyre m\u00ebnyrat e sip\u00ebrp\u00ebrmendura, mos u turp\u00ebroni t\u00eb eksperimenti. <\/p>\n<p>Gjat\u00eb p\u00ebrdorimit t\u00eb sistemit gamifikuar, kujdesuni q\u00eb vler\u00ebsimi t\u00eb p\u00ebrputhet me objektivat e caktuar gjat\u00eb projektimit. Shembuj, n\u00ebse q\u00ebllimi i vler\u00ebsimit ishte p\u00ebr t\u00eb rritur besimin e p\u00ebrdoruesve t\u00eb tjer\u00eb tek p\u00ebrdoruesit me vler\u00ebsim t\u00eb lart\u00eb, kushtoni v\u00ebmendje gjetjes dhe kufizimit t\u00eb m\u00ebnyrave t\u00eb mundshme t\u00eb ndershme dhe t\u00eb pandershme p\u00ebr t\u00eb rritur shpejt vler\u00ebsimin. Baz\u00eb e vler\u00ebsimit t\u00eb besuesh\u00ebm \u00ebsht\u00eb v\u00ebshtir\u00ebsia e marrjes s\u00eb tij dhe mund\u00ebsia p\u00ebr ta humbur at\u00eb shum\u00eb shpejt. N\u00ebse n\u00eb sistem dalin rrug\u00eb q\u00eb lejojn\u00eb nj\u00eb rritje t\u00eb paarsyeshme t\u00eb shpejt\u00eb t\u00eb vler\u00ebsimit, besimi i p\u00ebrdoruesve n\u00eb t\u00eb do t\u00eb bjer\u00eb ndjesh\u00ebm. P\u00ebr shembull, n\u00eb nj\u00eb ankand n\u00eb internet, n\u00ebse ka mund\u00ebsin\u00eb p\u00ebr t\u00eb rritur vler\u00ebsimin e shit\u00ebsve p\u00ebr \u00e7do transaksion t\u00eb kryer me \u00e7do p\u00ebrdorues, at\u00ebher\u00eb dy p\u00ebrdorues mund t\u00eb mbajn\u00eb vler\u00ebsimin e tyre t\u00eb lart\u00eb thjesht duke bler\u00eb produkte t\u00eb lira (idealisht \u2013 dixhitale) nga nj\u00ebri-tjetri. N\u00eb k\u00ebt\u00eb rast, komente t\u00eb mundshme negative mbi sh\u00ebrbime t\u00eb dob\u00ebta ose mashtrime do t\u00eb zbrazen nga nj\u00eb mas\u00eb komentesh pozitive false, duke rritur rrezikun e nj\u00eb humbjeje masive t\u00eb besimit n\u00eb sistem. <\/p>\n<p>Si p\u00ebrfundim, do t\u00eb sjell tre k\u00ebshilla t\u00eb tjera p\u00ebr p\u00ebrdorimin e vler\u00ebsimeve dhe niveleve:<\/p>\n<ol>\n<li>Mos tregoni p\u00ebrdoruesit numrin e pik\u00ebve t\u00eb nevojshme p\u00ebr nivelet e m\u00ebpasshme. Kjo demoralizon fillestar\u00ebt, t\u00eb cil\u00ebt ende nuk e din\u00eb shpejt\u00ebsin\u00eb e grumbullimit t\u00eb pik\u00ebve n\u00eb sistem dhe mund\u00ebsit\u00eb p\u00ebr grumbullimin e pik\u00ebve. Kur p\u00ebrdoruesi sheh se niveli i par\u00eb arrihet me 10 pik\u00eb, i dyti me 20, dhe i vigjilant me nj\u00ebqind mij\u00eb, kjo demotivon. Nj\u00ebqind mij\u00eb duket si nj\u00eb num\u00ebr i paarritsh\u00ebm.<\/li>\n<li>Tregon numrin e pik\u00ebve t\u00eb nevojshme deri n\u00eb nivelin e ardhsh\u00ebm duke marr\u00eb parasysh pik\u00ebt e grumbulluara. P\u00ebrdoruesi ka grumbulluar 10 pik\u00eb, ka kaluar n\u00eb nivelin e dyt\u00eb, dhe p\u00ebr t'u aritur n\u00eb nivelin e tret\u00eb mbeten 20 pik\u00eb. Mos tregoni p\u00ebrparimin e p\u00ebrdoruesit si 0 nga 20, por tregoni si 10 nga 30. Krijoni iluzionin e nj\u00eb detyre t\u00eb pap\u00ebrfunduar, sepse truri yn\u00eb nuk i p\u00eblqen detyrat e pap\u00ebrfunduara dhe k\u00ebrkon t'i p\u00ebrfundoj\u00eb ato. Kjo \u00ebsht\u00eb m\u00ebnyra se si funksionon mekanika e bareve t\u00eb progresit, ky parim \u00ebsht\u00eb i r\u00ebnd\u00ebsish\u00ebm edhe n\u00eb rastin ton\u00eb. Mendimi logaritmik k\u00ebtu \u00ebsht\u00eb gjithashtu n\u00eb an\u00ebn ton\u00eb. Kur shohim se kemi grumbulluar 450 nga 500 pik\u00eb p\u00ebrvoje, na duket se kjo detyr\u00eb \u00ebsht\u00eb pothuajse e p\u00ebrfunduar.<\/li>\n<li>Kujdesi p\u00ebrdoruesin p\u00ebr arritjet e ndryshme n\u00eb sistemin e renditjes (sepse p\u00ebrdoruesi vet\u00eb mund t\u00eb mos e kuptoj\u00eb se k\u00ebt\u00eb jav\u00eb ai \u00ebsht\u00eb n\u00eb tre t\u00eb par\u00ebt mes burrave n\u00eb rajonin e tij).<\/li>\n<\/ol>\n<p>\nN\u00eb k\u00ebt\u00eb artikull nuk pretendoj t\u00eb ofroj nj\u00eb analiz\u00eb gjith\u00ebp\u00ebrfshir\u00ebse t\u00eb mund\u00ebsive t\u00eb p\u00ebrdorimit t\u00eb mekanik\u00ebs s\u00eb renditjes, prandaj ndoshta nuk kam p\u00ebrmendur disa raste dhe mund\u00ebsi p\u00ebrdorimi. N\u00ebse keni p\u00ebrvoj\u00eb interesante n\u00eb p\u00ebrdorimin e renditjeve n\u00eb loj\u00ebra dhe sisteme t\u00eb gamifikimit, ndani ato me mua dhe lexuesit e tjer\u00eb.<br \/>\n<br \/>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/428355\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0420\u0435\u0439\u0442\u0438\u043d\u0433. \u0427\u0442\u043e \u044d\u0442\u043e \u0438 \u043a\u0430\u043a \u0435\u0433\u043e \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u0432 \u0433\u0435\u0439\u043c\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438? \u0412\u043e\u043f\u0440\u043e\u0441 \u043a\u0430\u0436\u0435\u0442\u0441\u044f \u043f\u0440\u043e\u0441\u0442\u044b\u043c, \u0434\u0430\u0436\u0435 \u0440\u0438\u0442\u043e\u0440\u0438\u0447\u0435\u0441\u043a\u0438\u043c, \u043d\u043e \u043d\u0430 \u0434\u0435\u043b\u0435 \u0438 \u0443 \u0442\u0430\u043a\u043e\u0439 \u043e\u0447\u0435\u0432\u0438\u0434\u043d\u043e\u0439 \u043c\u0435\u0445\u0430\u043d\u0438\u043a\u0438 \u0435\u0441\u0442\u044c \u043c\u043d\u043e\u0433\u043e \u043d\u044e\u0430\u043d\u0441\u043e\u0432, \u0432 \u0442\u043e\u043c \u0447\u0438\u0441\u043b\u0435, \u043e\u0431\u0443\u0441\u043b\u043e\u0432\u043b\u0435\u043d\u043d\u044b\u0445 \u044d\u0432\u043e\u043b\u044e\u0446\u0438\u0435\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a\u0430. \u042d\u0442\u0430 \u0441\u0442\u0430\u0442\u044c\u044f \u2014 \u043f\u0435\u0440\u0432\u0430\u044f \u0438\u0437 \u043c\u043e\u0435\u0433\u043e \u0446\u0438\u043a\u043b\u0430 \u0441\u0442\u0430\u0442\u0435\u0439 \u043e \u043a\u043e\u043c\u043f\u043e\u043d\u0435\u043d\u0442\u0430\u0445, \u043c\u0435\u0445\u0430\u043d\u0438\u043a\u0430\u0445 \u0438 \u0438\u043d\u0442\u0435\u0440\u0435\u0441\u043d\u044b\u0445 \u043f\u0440\u0438\u043c\u0435\u0440\u0430\u0445 \u0433\u0435\u0439\u043c\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438. \u041f\u043e\u044d\u0442\u043e\u043c\u0443 \u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u043c \u043e\u0431\u0449\u0438\u043c \u0442\u0435\u0440\u043c\u0438\u043d\u0430\u043c \u044f \u0431\u0443\u0434\u0443 \u0434\u0430\u0432\u0430\u0442\u044c \u043a\u0440\u0430\u0442\u043a\u0438\u0435 \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u0435\u043d\u0438\u044f. [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":27009,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-36116","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0420\u0435\u0439\u0442\u0438\u043d\u0433. \u0427\u0442\u043e \u044d\u0442\u043e \u0438 \u043a\u0430\u043a \u0435\u0433\u043e \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u0432 \u0433\u0435\u0439\u043c\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438?\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Yuri Gagarin\"\/>\n\t<link rel=\"canonical\" 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