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Series of Books for Children about Food and Cooking

Student: Altukhova Ekaterina

Supervisor: Alexandra Kuznetsova

Faculty: Faculty of Creative Industries

Educational Programme: Design (Bachelor)

Year of Graduation: 2017

Soviet journals for children had a significant impact on the development of children's periodicals. Since in the era of the USSR a new system of educating children on the basis of communist values was declared, children's magazines were attributes of "new childhood" and were called upon to educate a socially responsible reader. To diversify the ideological texts, Editors started to include for the first time game tasks, such as puzzles, riddles, labyrinths, etc. The goals of this visual research is the study of game elements in five children's magazines of the Soviet period: "Chizh" (1930-1941), "Murzilka" (1924-1990), "Vesolyye kartinki" (1956-1990), "Pioner" (1936- 1990), "The Koster" (1937-1945, 1956-1990). The tasks of this work are: to classify the types of game elements, to show how often and what kinds of them appeared in magazines for different age groups, how topics of issues were reflected in gaming tasks and how the flow of time changed the ratio of game elements and content of magazines. In this visual research, images were selected to represent the most interesting and diverse forms of game elements. Visual research is relevant for my diploma project "Series of books for children about food and cooking", because it will include some types of game elements, the prototypes of which were Soviet game tasks from children's magazines. All game elements are classified into two large groups: on the one hand these are tasks that require consideration - puzzles (logical tasks, mathematical tasks, rebuses, crosswords, labyrinths, object or difference search), in another group tasks that require activity, which include: coloring, joining points, drawing, board games and cutting and design. Summarizing this study, you can see that with time the number of game elements is gradually increasing, and the journal from serious reading becomes entertaining. Communication with the magazine is created to make children learn the world through the game process.

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