{"updated":"2025-01-19T19:24:24.449294+00:00","metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00206527","sets":["6164:6165:7308:10300"]},"path":["10300"],"owner":"44499","recid":"206527","title":["ガチャにおける「宗教」はどのように産み出されるか"],"pubdate":{"attribute_name":"公開日","attribute_value":"2020-08-22"},"_buckets":{"deposit":"24cfe0f5-eec9-4c8a-b7e9-760868f03546"},"_deposit":{"id":"206527","pid":{"type":"depid","value":"206527","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"ガチャにおける「宗教」はどのように産み出されるか","author_link":["513773","513772"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"ガチャにおける「宗教」はどのように産み出されるか"}]},"item_type_id":"18","publish_date":"2020-08-22","item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_18_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"京都産業大学大学院先端情報学研究科"},{"subitem_text_value":"京都産業大学大学院先端情報学研究科"}]},"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/206527/files/IPSJ-EC2020011.pdf","label":"IPSJ-EC2020011.pdf"},"date":[{"dateType":"Available","dateValue":"2020-08-22"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC2020011.pdf","filesize":[{"value":"2.6 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"0","billingrole":"5"},{"tax":["include_tax"],"price":"0","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"40"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"87395587-cf1e-4fc0-a99f-a46823671c75","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2020 by the Information Processing Society of Japan"}]},"item_18_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"茂原, 敦之"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"水口, 充"}],"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_18_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"偶然の遊びにおいて,制御幻想として知られる,関与することで確率をある程度制御できると思い込む認知錯覚がある.最近の研究では,遊技者は確率は変わらないことを知りつつも制御幻想を引き起こす要因によって熱中度が向上することが示唆されている.しかし既存の研究は統制された実験であり,実際的な自由に遊べる環境で遊技者はどのように制御幻想の要因を楽しんでいるかは調べられていない.そこで本研究では抽選(ガチャ)を題材としたカードゲームと抽選アプリを用いて,制御幻想に関連する行為を遊技者がどのように行ったかを調査した.その結果,抽選間への期待感が高まる状況ほど操作量が増え,特殊な操作を行う傾向が確認できた.また,特殊な操作を他のプレイヤに見せたり模倣するといったコミュニケーションの存在が観察された.","subitem_description_type":"Other"}]},"item_18_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"64","bibliographic_titles":[{"bibliographic_title":"エンタテインメントコンピューティングシンポジウム2020論文集"}],"bibliographicPageStart":"55","bibliographicIssueDates":{"bibliographicIssueDate":"2020-08-22","bibliographicIssueDateType":"Issued"},"bibliographicVolumeNumber":"2020"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"created":"2025-01-19T01:08:30.667091+00:00","id":206527,"links":{}}