{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00196462","sets":["6504:9795:9798"]},"path":["9798"],"owner":"6748","recid":"196462","title":["ゲームが与える心理的影響分析のためのツイート可視化"],"pubdate":{"attribute_name":"公開日","attribute_value":"2019-02-28"},"_buckets":{"deposit":"e01abb2f-a7de-4c96-8580-8f15e6928be8"},"_deposit":{"id":"196462","pid":{"type":"depid","value":"196462","revision_id":0},"owners":[6748],"status":"published","created_by":6748},"item_title":"ゲームが与える心理的影響分析のためのツイート可視化","author_link":["470191","470190","470189"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ゲームが与える心理的影響分析のためのツイート可視化"}]},"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":"2019-02-28","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":"東京工科大"},{"subitem_text_value":"東京工科大"},{"subitem_text_value":"東京工科大"}]},"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/196462/files/IPSJ-Z81-4ZC-05.pdf","label":"IPSJ-Z81-4ZC-05.pdf"},"date":[{"dateType":"Available","dateValue":"2019-05-27"}],"format":"application/pdf","filename":"IPSJ-Z81-4ZC-05.pdf","filesize":[{"value":"1.2 MB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"76c0b2fe-0b91-4fef-8419-e5387e92abed","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2019 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"大澤, 枝梨香"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"加納, 徹"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"竹島, 由里子"}],"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":"現在、多くの若者がTwitterを趣味とつなげて利用している。特に、Twitterと連携可能なゲームが登場したことから、ゲームをしている合間に簡単にツイートをすることが可能となっている。そこで本研究では、複数のジャンルのゲームを対象に、ゲームに関するツイートを収集し、感情分析を行う。そして、ユーザがゲームをしている際の感情の変化を、ゲームのジャンルごとに可視化する。可視化結果を比較することで、各種ゲームがユーザに与える心理的影響を直感的に理解・分析できるようになる。さらには、分析結果に基づいて、ユーザに適したゲームの提案や開発につながることが期待される。","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"138","bibliographic_titles":[{"bibliographic_title":"第81回全国大会講演論文集"}],"bibliographicPageStart":"137","bibliographicIssueDates":{"bibliographicIssueDate":"2019-02-28","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2019"}]},"relation_version_is_last":true,"weko_creator_id":"6748"},"id":196462,"updated":"2025-01-19T22:41:54.895004+00:00","links":{},"created":"2025-01-19T01:01:09.375020+00:00"}