{"created":"2025-01-19T00:44:59.136331+00:00","updated":"2025-01-20T06:24:25.954186+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00174910","sets":["1:8403:8414"]},"path":["8414"],"owner":"13","recid":"174910","title":["ゲーム産業の最前線 〜企画,デザインからビジネスモデルまで〜:4.ソーシャルゲームの誕生と現在・未来"],"pubdate":{"attribute_name":"公開日","attribute_value":"2016-10-15"},"_buckets":{"deposit":"14ce4d6f-59aa-412b-842a-eca273e76169"},"_deposit":{"id":"174910","pid":{"type":"depid","value":"174910","revision_id":0},"owners":[13],"status":"published","created_by":13},"item_title":"ゲーム産業の最前線 〜企画,デザインからビジネスモデルまで〜:4.ソーシャルゲームの誕生と現在・未来","author_link":["363357","363358"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲーム産業の最前線 〜企画,デザインからビジネスモデルまで〜:4.ソーシャルゲームの誕生と現在・未来"},{"subitem_title":"The Latest Trends in the Video Game Industry : from Multiple Points of View:4. Origin and Future of Social Network Computer Games","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"特集","subitem_subject_scheme":"Other"}]},"item_type_id":"1","publish_date":"2016-10-15","item_1_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"GMO インターネット"}]},"item_1_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"GMO Internet, Inc.","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"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/174910/files/IPSJ-MGN571109.pdf","label":"IPSJ-MGN571109.pdf"},"date":[{"dateType":"Available","dateValue":"2018-10-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-MGN571109.pdf","filesize":[{"value":"1.1 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"04432b8c-eee1-454f-af78-b8019ef8b049","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2016 by the Information Processing Society of Japan"}]},"item_1_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"世永, 玲生"}],"nameIdentifiers":[{}]}]},"item_1_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"YONAGA, Reo","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_1_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116625","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"article"}]},"item_1_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"いわゆる「ソシャゲ」の歴史は浅く,まだ10年もたっていない.一大産業となっているこのビジネスモデルは,「3つの行動」を元に設計された,実に合理的な仕組みを持っている.本稿では,筆者の家庭用ゲーム・スマートフォンアプリ・ソシャゲでの経験を踏まえ,その歴史と構造について述べる.黎明期からどのようにソシャゲが進化し,各ジャンルが成立し,そして現在の形になっているか,またこれから先ソシャゲはどうなっていくのかにも触れさせていただいた.","subitem_description_type":"Other"}]},"item_1_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"1110","bibliographic_titles":[{"bibliographic_title":"情報処理"}],"bibliographicPageStart":"1106","bibliographicIssueDates":{"bibliographicIssueDate":"2016-10-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"11","bibliographicVolumeNumber":"57"}]},"relation_version_is_last":true,"weko_creator_id":"13"},"id":174910,"links":{}}