{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00210254","sets":["1164:5336:10549:10550"]},"path":["10550"],"owner":"44499","recid":"210254","title":["オンライン対戦ゲームでの振り返り情報を提示することによるモチベーション維持支援システム"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-03-09"},"_buckets":{"deposit":"77bb4e3a-286b-4d88-b013-45f6b780e8e5"},"_deposit":{"id":"210254","pid":{"type":"depid","value":"210254","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"オンライン対戦ゲームでの振り返り情報を提示することによるモチベーション維持支援システム","author_link":["531777","531778","531780","531779"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"オンライン対戦ゲームでの振り返り情報を提示することによるモチベーション維持支援システム"}]},"item_type_id":"4","publish_date":"2021-03-09","item_4_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"神戸大学"},{"subitem_text_value":"神戸大学"},{"subitem_text_value":"神戸大学"},{"subitem_text_value":"神戸大学"}]},"item_4_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Kobe University","subitem_text_language":"en"},{"subitem_text_value":"Kobe University","subitem_text_language":"en"},{"subitem_text_value":"Kobe University","subitem_text_language":"en"},{"subitem_text_value":"Kobe 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/210254/files/IPSJ-EC21059019.pdf","label":"IPSJ-EC21059019.pdf"},"date":[{"dateType":"Available","dateValue":"2023-03-09"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-EC21059019.pdf","filesize":[{"value":"5.2 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":"0db63bf0-7239-48c0-b901-a3ae238d65ca","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_4_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"浦津, 裕司"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"土田, 修平"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"寺田, 努"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"塚本, 昌彦"}],"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,esports ではプロリーグが発足し,国際大会が開催されるなど,スポーツ競技として広く認知されつつある.しかし,一部のゲームではプレイの難易度の高さから,モチベーションの維持が難しく,ユーザが根付きにくいという課題がある.そこで本研究では,TPS バトルロイヤルというジャンルのオンライン対戦ゲームにおいて自身のプレイを振り返るために,プレイログなどを用いて 2 パターンの振り返り情報を作成し,ゲームプレイ後に提示するモチベーション維持支援システムを設計,実装した.作成した振り返り情報は,気分の向上を目的としたもの,プレイの上達を目的としたものの 2 パターンである.また,実際にシステムを体験してもらい,使用感についてのアンケート調査を行った.その結果,振り返り情報の中でも気分の向上を目的とした振り返り情報の提示は,ユーザのモチベーション維持を支援する可能性があると分かった.しかし,プレイの上達を目的とした振り返り情報の提示は,未経験者のモチベーション維持を支援する可能性があるが,経験者には有効でないことが分かった.","subitem_description_type":"Other"}]},"item_4_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"8","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":"2021-03-09","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"19","bibliographicVolumeNumber":"2021-EC-59"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"updated":"2025-01-19T18:12:52.227201+00:00","created":"2025-01-19T01:11:30.671162+00:00","links":{},"id":210254}