{"updated":"2025-01-21T07:48:46.926342+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00110394","sets":["6504:6739:7823"]},"path":["7823"],"owner":"6748","recid":"110394","title":["フロー理論に基づくゲームシステムデザインの提案"],"pubdate":{"attribute_name":"公開日","attribute_value":"2012-03-06"},"_buckets":{"deposit":"c557d30b-dd21-443c-8cb3-f1b6824d3d64"},"_deposit":{"id":"110394","pid":{"type":"depid","value":"110394","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"フロー理論に基づくゲームシステムデザインの提案","author_link":["26750","26748","26749","26747"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"フロー理論に基づくゲームシステムデザインの提案"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インタフェース","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2012-03-06","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_22_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"},{"subitem_text_value":"同志社大"}]},"item_publisher":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"情報処理学会","subitem_publisher_language":"ja"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/110394/files/IPSJ-Z74-6ZA-7.pdf"},"date":[{"dateType":"Available","dateValue":"2014-12-18"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-Z74-6ZA-7.pdf","filesize":[{"value":"462.1 kB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"09784550-44bd-40cc-8f6d-ef675aca6b39","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2012 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"須甲惇"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"大久保雅史"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"山口泰弘"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"山下翼"}],"nameIdentifiers":[{}]}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_5794","resourcetype":"conference paper"}]},"item_22_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00349328","subitem_source_identifier_type":"NCID"}]},"item_22_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"近年、ゲームソフトの多様化が進むにつれて、ユーザのゲームソフトに対する嗜好も多様化してきている。また、ユーザの中でもゲームに慣れ親しんでいるヘビーユーザと、時折ゲームに触れるに留まるライトユーザの二分化がより明らかに進んできている。その中で、ユーザのゲームに対する熟練度という点において、全てのユーザが楽しめるゲームデザインを行うことは困難になりつつある。そこで本研究では、ミハイチクセントミハイの提唱するフローのモデルを基に、ユーザのスキルレベルとゲームに対する没入度を定量的に評価した上で、ユーザのスキルに適したゲームの難易度を提供するシステムを提案する。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"84","bibliographic_titles":[{"bibliographic_title":"第74回全国大会講演論文集"}],"bibliographicPageStart":"83","bibliographicIssueDates":{"bibliographicIssueDate":"2012-03-06","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2012"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"created":"2025-01-18T23:52:41.293108+00:00","id":110394,"links":{}}