{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00214802","sets":["6504:10735:10806"]},"path":["10806"],"owner":"44499","recid":"214802","title":["Progression型ゲーミフィケーションがユーザモチベーションに与える影響"],"pubdate":{"attribute_name":"公開日","attribute_value":"2021-03-04"},"_buckets":{"deposit":"2d4aa716-53fd-4cb7-94d7-9c5be5bb4f44"},"_deposit":{"id":"214802","pid":{"type":"depid","value":"214802","revision_id":0},"owners":[44499],"status":"published","created_by":44499},"item_title":"Progression型ゲーミフィケーションがユーザモチベーションに与える影響","author_link":["552258","552259","552257","552260"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"Progression型ゲーミフィケーションがユーザモチベーションに与える影響"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"データとウェブ","subitem_subject_scheme":"Other"}]},"item_type_id":"22","publish_date":"2021-03-04","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":"京産大"},{"subitem_text_value":"京産大"},{"subitem_text_value":"京都工繊大"},{"subitem_text_value":"京産大"}]},"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/214802/files/IPSJ-Z83-7L-01.pdf","label":"IPSJ-Z83-7L-01.pdf"},"date":[{"dateType":"Available","dateValue":"2021-12-28"}],"format":"application/pdf","filename":"IPSJ-Z83-7L-01.pdf","filesize":[{"value":"279.8 kB"}],"mimetype":"application/pdf","accessrole":"open_date","version_id":"9fdb7673-53a1-400e-aeb0-b8a22d78d6cd","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2021 by the Information Processing Society of Japan"}]},"item_22_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"安達, 駿太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"鈴木, 健太"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"パノット, シリアーラヤ"}],"nameIdentifiers":[{}]},{"creatorNames":[{"creatorName":"中島, 伸介"}],"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":"ゲームの要素や仕組みを活かし,ある種の社会活動をゲーム化するゲーミフィケーションは近年様々な分野に適用され効果を上げている.しかしながら,現時点ではゲーム要素や仕組みがどの場面でどのように有効であるかは十分議論されておらず,ゲーミフィケーションの設計にあたり,指針となりうる理論が確立されていない状況にある.そこで我々は,Game-Progression,Player-ProgressionおよびPerformance-Progressionという3つのゲーム要素を定義すると共に,これら3要素がポジティブなタスクや,ネガティブなタスクに対するモチベーションに与える影響について議論する.","subitem_description_type":"Other"}]},"item_22_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"394","bibliographic_titles":[{"bibliographic_title":"第83回全国大会講演論文集"}],"bibliographicPageStart":"393","bibliographicIssueDates":{"bibliographicIssueDate":"2021-03-04","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"1","bibliographicVolumeNumber":"2021"}]},"relation_version_is_last":true,"weko_creator_id":"44499"},"id":214802,"updated":"2025-01-19T16:27:41.940904+00:00","links":{},"created":"2025-01-19T01:15:35.943512+00:00"}