{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00192910","sets":["1164:5336:9442:9648"]},"path":["9648"],"owner":"44499","recid":"192910","title":["親子間の会話を促進するゲームの設計とその評価"],"pubdate":{"attribute_name":"公開日","attribute_value":"2018-12-14"},"_buckets":{"deposit":"fef59c71-8853-43d1-a9ac-5ec1e7f7614d"},"_deposit":{"id":"192910","pid":{"type":"depid","value":"192910","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"親子間の会話を促進するゲームの設計とその評価","author_link":["451353","451354","451356","451355"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"親子間の会話を促進するゲームの設計とその評価"},{"subitem_title":"A Design and evaluation of games that promote conversation between parents and children","subitem_title_language":"en"}]},"item_type_id":"4","publish_date":"2018-12-14","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"明治大学"},{"subitem_text_value":"明治大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Meiji University","subitem_text_language":"en"},{"subitem_text_value":"Meiji University","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/192910/files/IPSJ-EC18050020.pdf","label":"IPSJ-EC18050020.pdf"},"date":[{"dateType":"Available","dateValue":"2020-12-14"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC18050020.pdf","filesize":[{"value":"3.7 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"8948096d-210f-4279-b58e-be625f6884b5","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2018 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"新村, 拓也"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"秋岡, 明香"}],"nameIdentifiers":[{}]}]},"item_4_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Takuya, Niimura","creatorNameLang":"en"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"Sayaka, Akioka","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_4_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12049625","subitem_source_identifier_type":"NCID"}]},"item_4_textarea_12":{"attribute_name":"Notice","attribute_value_mlt":[{"subitem_textarea_value":"SIG Technical Reports are nonrefereed and hence may later appear in any journals, conferences, symposia, etc."}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_18gh","resourcetype":"technical report"}]},"item_4_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-8914","subitem_source_identifier_type":"ISSN"}]},"item_4_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"近年,スマホやタブレットなどの携帯端末が多く普及している.しかし,携帯端末を使って個人で楽しむ時間が増え,親子でのコミュニケーションをする機会が少なくなっている.本稿では,開発したゲームアプリを入れたタブレットを用いて,親子での会話を促進することを目的としている.会話を促進させる要素として,「主体性」 を用いたゲーム設計となっている.ゲームでのイベントの内容を親子共同で作製することで,会話が生まれると考えた.会話の増減を知る目安として,本稿では会話の 「盛り上がり度」 を用いている.この 「盛り上がり度」 では,ゲームプレイ中の音声を録音し,会話の音量の変化や持続性により,会話が盛り上がっているかを判定している.","subitem_description_type":"Other"}]},"item_4_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"In recent years, mobile terminals such as smartphones and tablets have become widespread, but they have times themselves to use mobile terminals and opportunities to communicate with parents and children is decrease. In this paper, we aim to promote conversation between parents and children using a tablet containing developed game applications. As an element that promotes conversation, it is a game design using \"subjectivity\". We thought that a conversation would be created by parent and children on the contents of the event at the game. As an indication to know the increase and decrease in conversation, we use the \"excitement degree\" of conversation in this paper. In \"excitement degree\", we record sound during game play and judge whether the conversation is exciting due to change in volume and persistence of conversation.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"7","bibliographic_titles":[{"bibliographic_title":"研究報告エンタテインメントコンピューティング(EC)"}],"bibliographicPageStart":"1","bibliographicIssueDates":{"bibliographicIssueDate":"2018-12-14","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"20","bibliographicVolumeNumber":"2018-EC-50"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":192910,"updated":"2025-01-19T23:57:29.098396+00:00","links":{},"created":"2025-01-19T00:58:35.317731+00:00"}